This jumping in this game is really difficult to handle. It does not feel like a challenge but more like trying over and over again until you randomly have the right inputs to make the jump. (700 mb is way too much!)
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Hi, yeah, this is my first time working on a parkour game, and I had no clue how to make it feel more natural. How do you feel I could improve on it? Would some kind of mantling system help? Sorry about the file size, I didn't manage to get enough time to filter out the unused files, but I'll do that soon and update the game!
I really love the idea of a 3d first-person platformer, because there are rarely games like this. I think no being able to adjust your jump in the air is the problem. First of all you cannot make anything fast-paced with that jumping style, because you have to wait till you reach the ground, which makes it boring. Second thing is that there is no way to implement precise movement over small platforms or bars or stuff like that. A mantling system would definitely add positively to the game, making it more interesting. Ignoring the size of the game, this UE stuff really looks fabulous, though.
Thanks for the feedback! I actually did implement a hidden feature that I forgot to document in the tutorial, because it was a last minute modification, that lets you slow down time (by holding T), allowing for more precision in your jumps. Do you think a double or triple jump would help with making it more smooth? I'll start designing a mantling mechanism asap then. Thx again.