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(1 edit) (+1)

Just reached the end of the game! after the big final door and the message -THE END (for now) Thanks for Playing! Altermist-

I quite enjoyed my time with it, was looking forward to the combat but found it's just some WIP dummies for now!

Even as a WIP, my recommendation is to increase the size of the attack hitbox since it seems to be too small (missed some hits even when standing next to the dummies).

The platforms you can activate, I think a blinking on-off or, better, a gradual color change could help signal they´re about to disappear.

When I got the dash, I tried dashing in the air but found out it could only be used on the ground, which is okay, but perhaps just signal to the player that it only works on the ground.

I'm gonna go against most of the feedback here since I think the movement is Okay (talking about the wall run & jump). Perhaps just small tweaks in certain movesets combinations (talked below), but I appreciate it best when I have full control of the player's velocity instead of losing some of it to momentum. 

As it is right now, I can aim my wall-jump after wall-running by just being next to the platform I wish to jump. 

Talking about wall-running, many times I triggered wall-climbing instead making me fail jumps. I really like wall climbing as a mechanic and haven´t seen it be used that much in platformers recently.

But Im not sure how to improve the activation of the mechanic since it's based on input direction and that is used in combination with wall-running & wall-jumping for certain courses. Maybe I just needed some more time with it to get accustomed to the combination, haha.

Overall, it was a fun experience and, since you told me before we thought of similar attack mechanics for the players, I'm interested to see how it evolves with combat!

EDIT (Completion time about 21 minutes)

(+1)

Thank you so much for the very thorough feedback. You were probably the person who finished the game the fastest!

I'm aiming for a very dynamic combat system, where you can have fights in the middle of platforming sections. The POGO mechanic (hitting down in the air to propel yourself upwards) is something I want to use a lot.

When the character touches a wall, the decision of whether to climb vertically or run horizontally depends on the angle of the player's input relative to the (opposite) direction of the wall. I had increased the angle to make climbing easier, but I think it became bad because everyone who plays ends up climbing instead of running at some point.

Regarding the issue of preserving momentum after a wall jump, you touched on a very important point! A large part of the game's movement will be based on wall running and platform jumping, so it's very important to know exactly where the character will land. I'll try to preserve some momentum to avoid disappointing players, but I'll test keeping only a little momentum to still maintain the ability to jump off a wall and land on a platform next to it.

I implemented the air dash but turned it off at the last minute because I thought it might make movement too easy, but I'll turn it back on since it seems most people expect to be able to do that.

Regarding the attack area, it's really too short, but I need new attack animations to increase it, which is why I didn't fix it before.

The disappearing platforms are also incomplete; they have different durations, and I haven't had time to implement a way to warn when they're going to disappear.