Landing page needs a little love – add ambient.
Build info page was a nice addition.
Overall, hard to quickly assess what the final 3C’s model will be as I think based on play they ‘feel’ differently?
I had to learn that I had to ‘hold down’ the dash to get it to work, wasn’t signposted very well or was it intuitive. I was sat here thinking how this game might play with 2 cooldowns – one for each dash (left/right). Not quite sure what value it brings with just the one.
Both ‘styles’ of main PC in the way look in both Davvy’s Hokei’s levels offer a very different impression and both would serve the needs of the player. Showed my 5 year-old daughter and she liked them both,…
Davvy’s character needs to blink,…
Both characters would look rather nice if the headpiece (flower) spun around on descent.
Davvy’s Level
18m large gap jump I really can’t do… not quite sure why,.. I think it’s a combination of how the jump function actually feedbacks to the player when I learn to work out what that pixel perfect jump is to launch the player.
I really like the VFX air current – need to work on scale on the emitter (looks squashed) but there's A LOT this game can have building the level design around this one feature alone. I would like to see more ideas with this in combination of Hokei’s hazards.
Respawn logic – Placement in some of the spike setups aren't correctly added.
On player death you aren't locking the controller commands, I can spam buttons and move straight away. Would advise holding the player on the respawn otherwise it feels to loose and in more precarious setups the player will die down to input.
Thought about having the dash on cooldown on respawn?
Hokei
Really interesting GYM’s – maybe the execution on some examples are a tad too hard to complete or I can abuse the moving platform hazards to vault into locations where I shouldn’t be 😉
Respawn logic can be skipped. I would look at making sure that the volume of the gate is slightly higher so there's more chance of the player passing through the gate when in midair.
Would like to see the VFX air current LD ingredient to feature in ALL Gym’s that have hazards.
Timing and player feedback, esp taking health away and giving health back need to be balancing a little to facilitate the players needs.
Restoring health needs to be a better curve on replenish, currently it dosent flow over time.
Tudor
On player death the camera zooms in and stays locked until I quit the level.
Understandable, you joined the project late but I found the distribution of setups not separated enough as the respawn logic isnt helping test anything.
Final direction for the team.
Moving forward, you have a very organic feeling main player character. From a level design POV there's not much going on in the GYM’s to demonstrate ‘slopes’. Would HIGHLY recommend investigating a set of rules to build with.