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(+1)

Pretty cool but kind of difficult. 

The main problem is kind of the stickiness of the controls. After you jump or commit to an action, it seems difficult to discern if you can alter your movement or even look around. For instance if you're wall running and run into a wall, you'll continue to kind of just sit there attached to the wall, or if you jump, you can't look all the way around. You should also make it so that if you jump while climbing up a wall, it doesn't do anything or kicks them off (unless that ends up as frustrating) unless you're looking away from it so you aren't just stuck looking at the wall while you fall down. The window for doing these things like turning and jumping when climbing is confusing as well. 

As far as controls go, I'd add more interactivity, such as a sprint (which takes time to build momentum and exists to make basic navigation faster, but also to up the skill ceiling) and slide.

A few small things that didn't fit anywhere else:

  • When you're falling and holding jump, then hit the ground, you shouldn't jump until you press the button again. Just using "Input.GetButtonDown" for jump should fix that but I don't know what else it would affect. It's just annoying falling from a wall run then hitting the ground and jumping into a nearby ravine.
  • There should be a long jump of sorts. It would be fun.
  • The C-section (heh) doesn't make much logical sense and it was really difficult to figure out and then to execute.
  • Get really liberal with your checkpoints on demos you publish. We're retarded and we've never played your game before.
  • When the player is running here you set the precedence with a slope, so when they turn around and come here it's gonna look like there's a slope that they just can't see or don't have enough time to register there isn't. I fell right off the first two times I did the level. One solution would be to give them more time to see the break coming, or maybe angle the landing place so they see it before it emerges from the ledge's lip, but you could also do it visually with an asset looking like the path is broken off or has a certain color.

Also add a pause button for your demos! I kept hitting escape by muscle memory to type some thoughts down only to exit out of the demo.

All in all though, I really appreciate the actual level design, with a nice tutorial area (although I'd make the last part easier when you exit the hole) and some interesting challenges that you'll only get better at making over time. The pseudo-art direction with the placeholders is nice too. I can imagine some good Italian or Mediterranean art assets and soundscapes, a more polished character controller, and some goals that result in a really cool game. 

Congrats on making demo day!

(3 edits) (+1)

Thanks so much for the feedback! It's genuinely super helpful.

Not being able to look around fully while jumping was due to animation issues I was having, but since I ended up disabling the character model for everything except the wallrun animation anyway it definitely should have been taken out.

The problem with jumping forward while climbing is also something I totally missed since mantling was added in the last minute, and before that you had to jump forwards to climb on top of stuff. Hopefully getting more animation in will help make things more readable and less horribly confusing, as well.

Sliding and sprinting are both planned to be implemented, along with vaulting over/springboarding off of low obstacles. While building the level I was definitely running into a problem of not having enough to do while running along most rooftops.

Level design comments are appreciated. It's hard to tell how people are going to expect or react to things when you already know exactly where to go and where everything is, so it's good to know where things don't make sense.

Edit: Pause and options are something I definitely should have added, as well. I realised just after posting that there's no way to change the mouse sensitivity, which is straight up awful.