video:
tl;dw
cute, fun. I enjoy. wanty more. idk how to get bone on top. y-invert camera angle plz. maybe make levels more dynamic like if u activate a switch it fills water in the canal and unlocks more of the area. ok thanks gl next
video:
tl;dw
cute, fun. I enjoy. wanty more. idk how to get bone on top. y-invert camera angle plz. maybe make levels more dynamic like if u activate a switch it fills water in the canal and unlocks more of the area. ok thanks gl next
Thank you very much for recording a video! The commentary was very usefull. You brought up many valid points.
That last bone you were having trouble with is very awkward to catch. There are many ways to get to the roof, but all of them will feel unintended. Also, I didn taught the mechanics in this build (my bad), but there is a "high jump" if you hold the Crouch button, and jump. That would help you a lot.
Thank you for playing! I saved your video for future reference.
Cute mario clone that also feels incredibly stiff because there's no acceleration based on momentum, but also felt fluid because of the airdash so I had my fun doing movement tech
There's a bug in the menu option where if you press ESC the main menu draws on top of the options
Sound wise the music is too loud (default was set at minimum) and there's an absence of ambient noises making the level feel empty.
There are two movement speed which are walking and running, since there is no acceleration i find useless to walk and I've played the demo keeping shift held the whole time
There's is also some weird thing happening in this area but never got softlocked

I think overall is nice and before deciding on what kind of movement implement in the future you should have already decided if you want to make levels more vertically (precise jumps) or horizontally (speed)
Also while dropping to bottomless pits I can move the camera upward and see the terrain from the bottom without lower faces rendered.
Interesting comment. What do you mean by acceleration based on momentum? Like acummulating speed when going down slopes for example?
Oh, thank you for finding that bug. I'll make sure to fix it.
Noted. I need to add sounds, and balance the volumes of everything. Will come with the content phase.
Indeed. I'll be adding a toggle for the default movement speed. That way you can instead hold to walk, instead of running.
Probably the levels will be more horizontal, because my main inspiration is Spyro for PS1.
Thank you for playing!!
Plays fine, looks good, didn't encounter any issues. Personally I really don't like the sound for picking up the bones.
-Portal loading is a bit awkward. Maybe add some particles(or scroll the background) and wind ambience so it looks less like she's floating there.
-Hitbox on big red button is too small. I jumped into it and nothing happened, then I dashed into it and nothing happened. Made be question if it was real, and having to do the platforming again is mildly annoying.
-Nearly didn't realize the ledge was meant to be shimmied to find a bone. Maybe add a gate to show said bone so the player knows there's a goal to notice. Though, in the full game being introduced to shimmy spots earlier may also suffice.
-Ground pounding doesn't seem to do much, since my air control felt pretty good I didn't think to use it as a stopper.
-Got all bones, the hardest being the one on the red and white pillar house thing by the enemy and signs. Not sure if I did it wrong. One method was to high jump then wall jump and dash to get onto the middle of the pillar, then high jumping and dashing onto the thin corner on the outside to shimmy up the roof. The other way, which I actually managed, was to jump into the window, then weirdly high jumping so I went up the outside wall instead of bonking my head. Both of these feel wrong, so idk if I just missed something obvious or not.
Good idea about the portal loading. I'll probably add the words loading, and other information about the level, while we load.
Noted. Maby players struggle to hit the button. And the hitbox it's kinda wierd. I'll probably rework how the button works.
Ground pound indeed has no reason to exist currently. I'll try to introduce some usefullness to it.
Yes, that bone is not very straight forward to get. There are many ways to climb up to that roof, but it was not very well tought out, so none of them feels as inteded haha. Hopefully better level design will fix these issues.
Thanks again for playing!
Really cool demo, got everything except the big bone at the top of the building that has the two signs. I missed the red button the first time I entered the tower and collected all the bones around the upper level, you should make it stand out a little bit more, maybe with a faint glowing pulse, scale it up or perhaps it's just skill issue on my part (reminder that gamers never look up).
Controls were nice, I feel like I'm holding shift all the time, perhaps you could invert walking and running? (maybe making it a toggle within the options menu), I'm partial about the skid or slide the character makes when changing directions, it can be easily bypassed if you let go of the movement key you're holding before moving on the opposite direction, so it's not a big deal, perhaps you plan on adding a side flip like in Mario 64.
Another small nitpick: I think the shrinking of the character on every jump is a bit too much
I don't know if it's my GPU(GTX 970) but I had this graphical bug with the portal at the start of the game.
Overall it's a really fun platformer, the texture work is phenomenal, I really liked the bluish hues of the cave passages, the art style is on point, you will be getting that a lot. Good luck with development!!
Thank you for playing! Glad you liked it so far.
Interesting point about the button. Hopefully I'll be able to fix issues like that with better level design.
I will add this toggle, so you can change the default movement, to running or walking.
The skid right now does not serve any purpouse indeed. But I think I can expand it to enable a very high jump, like Mario's summer sault indeed.
The visual bug with the portal is very interesting. You are the first person reporting it. Does it happens every time you are in this level? It could be hardware related, but then I would have no idea on how to fix it ; _ ;
Thank you again!
Works fine, plays well. Got all the bones. Only the roof one was tricky and I have no idea what the intended route was.
I managed to find a bug that blocks your ability to jump, reproducible by jumping and immediately crouching. Can softlock you unless you find a ledge to fall from to execute the buffered butt slam.
The button was tough to press, I had to cheese it by wall climbing from the bottom and then dashing.
Thank you for finding that bug! I'll correct it.
The bone you didn't catch is a bit strange to reach. I'll rework it to make it more intuitive. As it's even kinda hard to explain.
And yes, the button has been missed by a lot of different player, from the gameplay footage I have seen. I'll be reworking those as well.
Thank you for playing, and the inputs!
Ok, loved that game.
Positives first :
Some small negatives :
Anyway, got every bones, nice demo, would play again.
Thank you for playing! I'm glad you liked it!!
I need for sure to include the controls for the game. I failed to do that in this demo, but will be included for sure in the next.
The small bones do have a sound when you pick them up. Was it not playing for you? The big bones don't have one yet, but will be included.
I will include a toggle option, to swap the default movement between running or walking. That way you will hold the trigger to move slowly instead of running (which is most of the time). That might make it more easy on the fingers haha. Or maybe a key rebind option, that way people can adjust to what is most confortable to them.
Thank you for the inputs!
First time playing it so I didn't know the possible moves, but they all came to me naturally based on map layout (except the last one, couldn't figure that out on my own). Good level design for teaching how to play.
This gap in rocks looks like an access to a secret area. 
Sometimes camera is really choppy. I think it might be happening when it colliders with the terrain? I don't think it's visible in the video because it's 30fps.
Why are small bones made out of weird neon energy, and big bones are normal?
Brown slabs textures in the building, next to mouse, look weird. Like they're too big compared to other things and lack detail. And windows look like they're supposed to form an arch, but they're squares.
Character model, textures, sfx and animations are super good. Very cute.
Thank you for playing! And for recording the video. It is always very usefull! I'm glad that the moves come down to you naturally. I failed to include a "controls" section in the menu, but will in the near future. You had the right idea about how to collect the last bone. Where you playing on mouse an keyeboard? The controls for that are a bit worse than in pad, making the game harder. But you catched 6 / 7 big bones!! That feels apropriate on DD 67 hahaha.
About the camera being choppy, how do you mean? I have not experienced that, or seen it reported from other people. But I'll be reworking the camera soon, so maybe I'll inadvertedly fix wharever issues it had with that.
The bones and big bones are currently placeholders. The final colectables will be different. But to answer the questions, the little bones are neon energy because I was experimenting with some shaders.
Noted about the brown slabs and gap in the rocks. I will make sure to keep things consistentnd polished as levels get into their finalized stages.
Thanks again for the inputs, and for providing the gameplay footage!
I was using keyboard and mouse. I saw someone else's gameplay and they used the slope of the column to launch off to the side, so I think it was more due to my wrong technique rather than controls.
I figured out why camera feels choppy. It's not due to collision. It's because camera moves and rotates at different frame rates.
See video. Camera rotation happens every 2nd frame, while movement happens on every frame.
That was a good start. I really like it, especially that one last big bone on top of that white house. Bone need a mastery of the control to get it lol. Well done. But i feel like the regular run's speed is too slow compared to sprinting, but that's just me
Also the rat dude T-posed when im in range of his vision, but not close enough for him to chase me
Thank you! I'm gald you liked it so far! I've been told that the regular running speed is a bit too slow. I might increase it a little bit. Other people requested a toggle to make running the default, and then you hold the trigger to walk instead. I think I'll add that, but some friend raised a point that, it might be because there is no reason to walk at all currently, and he might be right. So maybe that could be amended with better level design, where you would want to walk, for more precision, or positioning.
Yeah, the rat looks at you in a T-pose for now hahaha (missing a proper animations).
surprisingly charming. got all bones big and small. I like how some of the last ones felt like you had to push the movement system to its limits, like getting up the pillar with the balcony halfway up and the overhang that made me need to jump to the side of the sloped roof since it was lower.
Played it. Works on my AMD radeon R3 turdbox.
It's ok. I had 12 minutes of entertainment. I liked how playable it was on such a crappy computer.
Absolutely charming, but the sky box need a redo
->Couldn't find how to push the button
->Couldn't activate the pannel
Hello Azur! Yes, I agree with you. Better skyboxes will come, I promisse. This one was more to test if I could do Vertex Color skyboxes like in the spyro games.
Oh, to push the button, you need to air dash to hit it. To air dash you press LMB (or Square, X, in the controller), in the air.
If by the pannel you mean you mean the fence with some bones behind, the button will open it.
If you mean the sign posts that say "Press Trinagle/Y", those currently only work on controller. Apologies. The mouse/keyboard controlla have been a bit neglected.
Give it another try if you feel like it :D
Melkino. I've never played this before, though I watched it on stream. It's come a long way, especially aesthetically. It looks really, really good. It's actually inspirational, so great job!
I played it on keyboard because I'm too lazy to plug in a controller. I know it would feel better with controller, so I won't fault the m+kb controls too much--one big thing though, is that you should be able to toggle running with caps lock or whatever. If you don't have a fancy keyboard, you can't hold run, a direction, AND jump at the same time (limit to key presses or something). So being able to toggle run would fix that.
Second big controls things, the controls display in the test room is really helpful, it should be on screen in the main game view, but hideable. If that's too much, at least have it on the options screen. I never would have thought to left click to air dash, otherwise.
Nitpick time:


Less of a nitpick, something about the MC's design bugs me, and I THINK it's that the legs are too long. I think more chibi proportions would feel more "platformer main character" like.

When running, I think she looks a lot better, because of the different proportions. Take it with a grain of salt, of course. The animations are very cute overall!
Melkino/10, well done!
Thank you Blorb! I'm flattered!
Good point on having a toggle for running. I'll implement that. The mouse and keyeboard controlls have been a bit neglected as of now, so they need some reworking.
And yes, good point on the controlls. I'll have them displayed on the options menu. thank you for the suggestions!
You are not crazy about the textures. It happens due to inconsisten texel denisity in some assets. I'm using an atlas with 64 x 64 textures, so I need to UV my assets as little squares over it. Some times if the polygon I'm texturing is too big, the textrure get's streched. But you are right, if it is noticeable, I'll take more care in the future.

About the loading screen, for sure, that is a good idea. I can put a placeholder "loading" for now, and later make a definitive one.
I'll soon rework the gamera, so hopefully that will fix the wierd "camera reset" movement.
Thank you for your inputs Blorb, and for taking the time for playing!! WAGMI!!
GIGASOVL
fun movement. cute character, animations, world. some really ball busting jumps with really precise timing, more than necessary imo. Maybe you could extend the time in the peak of the wallrun before sliding down, it seems jumps are tuned to really nail max height.
Dayum! Apologies for that! I can't believe I left this gap in the game haha. If you try the game again, and get stuck, as long as you thon't close the game, you can quit to the main menu, and back to the level, and it will remember the bones you have catched.
I'm glad that you liked the game so far! Thank you for playing!
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