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(1 edit)

Alright, thank you very much.

To answer the first point, I'm aware of that, in fact wrote an updated version of the tutorial that better explained that you have to crouch first and then jump, but for some reason it reverted to the old one (I probably forgot to replace the graphic while publishing hotfix version 2)

That said the actual tutorial of the game will better explain the long jump and also provide a proper learning curve for the player so that once they reach the first level they're already comfortable with the action, it's very comfortable to use it's just that, I didn't do a proper job of explaining it in the demo and it's my fault for that.
And yes not having a small delay did generate some issues especially when longjumping in narrow spaces.

I could update the demo but to be fair my dev version and the demo version differ so much now that it would be a pain to go back and fix some of the bugs that I noticed (including that the last soul in Serenity Shrine doesn't despawn if you exit the level without collecting it, which is kind of a big bug but it's already fixed in dev version).


Second point, it wasn't intended at first but I don't mind it so it's there, I have no interest in fixing something that doesn't really affect the experience, if anything it might be useful for speedrunners and people that wanna do specific runs and might wanna exploit some of the mechanics, I'm all for that.

I understand the confusion about the last point, which is why if you collect a golden soul in the level it tells you the exact number of souls you can still collect, if there's any, that's a clear indicator of how much stuff there is in the level from the mission you selected. Unfortunately I can't make it so the level automatically transitions to the stages that actually change elements as it would be a real nightmare for me to implement dynamically, not only that but some future stages will also probably change the layout per mission and that would be an absolute nightmare to seamlessly transition, so I guess i'm taking the old fashioned SM64 route where for some missions you will have to re-enter the stage.

Yeah, if the long jump delay is there to prevent other issues then it's of course a good thing.

And the vaulting animation cancel doesn't happen much during combat, so like you said, it's not a big problem.

Now that you mentioned that golden soul indicator, I remember seeing it after collecting each soul, but at the time I just wanted to keep playing and quickly clicked it away. Then I briefly thought "Hey, did that just say 4/5? Earlier I read that the level has 6 souls." Apparently I just didn't get the hint right, and then assumed I had misread the counter.
Can't wait to check out those changing level layouts, sounds quite interesting!

It's nice to get a bit of insight into these aspects. Smooth sailing to you.