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can you make it on mac

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I've noticed that when the 1 is pressed, it's possible for Goobi to still move around, when he's sitting down?

Still this was a fun demo you have created.

bug:- I can't glide for some reaso

Really well made!

I just played through the demo, everything worked smoothly for me. I did run into one bug. When I completed collecting the coins I was in the cavern, it showed the truck unlock, but when the camera when back it was the player camera and not the cavern camera.

Yah that bug has been fixed now, thx for pointing it out!


- R1GBY

Hey, even though this bug affects a minority I thought I'd report it anyways; the cavern camera doesn't work in 21:9 aspect ratio, while the other one does. I attached a video of that.

Also, in my opinion, wall jumping is too difficult at the moment. Probably it's just me being bad at games...

https://imgur.com/a/tctWCSM

Wow I actually haven't seen that bug, ill def look into it. And yah wall jumping is absolute GARBAGE at the moment, so that's completely on me, Im going to continue to improve wall jumping soon, thx for sharing the bug and ur thoughts!

- R1GBY

your download is still rar

Yah, prob wont fix it until big patch

Got 1:46 👌

niceee

1:29 personnaly 👌👌

i found 2 bugs first bug when you get all coins whiles you are in the cavern the camera resets and you can move it around. Second bug is when you go under the big ball whit goobi the camera bugs and you see like inside goobi

Hey!

Thanks for finding those bugs! Lucky Both of those are LONG gone now in the project, thanks for telling me!

-R1GBY

you should use .zip in the future. the itch app doesn't like .rar files it seems :)

Thanks for the heads up, ill keep that in mind!


-R1GBY

stop writing -R1GBY all the time


-Good K

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sure thing Good K

-R1GBY

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I love the character style and animations, it's very appealing! And really liked the mario-style platforms and obstacles. I think the movement feels very nice. Personally, I think the character walking speed could be a little faster, and I would prefer if the gliding was triggered only by holding the jump button down (or pressing it again in mid-air and holding it), instead of having a separate button that toggles the gliding on/off. I would also increase the air control. Of course, all these things are subjective and depend on personal taste.

I found a bug in the cave camera mechanics: when you enter the cave, the camera goes to the fixed position, which is great, but if then you move the mouse, the controls will get out of whack (the mouse is probably still affecting the controller rotation, so even though the camera is still, the controller direction is rotating, so the direction of the movement input also rotates).

Overall I really liked it. Looking forward to see how the game develops.

Also I would really appreciate if you could check out my game prototype and give some feedback!
https://alemarcati.itch.io/jetman-game-prototype

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Hey!

Thanks for playing the demo! As far as movement speed is concerned, I did increase it a lot more so it should feel better when I update it. Also, the Glider will now be tied to the jump button when in the air (no longer a separate button.) For the bug in the cave, I see that too and its fixed now, so in the next update, all the problems you listed SHOULD HOPEFULLY be fixed!


Other than that, thanks a ton for trying it out and providing feedback!


-R1GBY

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Played the demo. it was good. double is confusing at first. but everything was smooth. Also how you compress a 400mb file to 99 mb LOL

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Hey!

Glad to hear you like it! As far as 400mb to 99mb, all I can say is I'm a wizard.

-R1GBY

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This game looks really good for an indie game

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good game and platforming, but the camera is too sensitive. the moves are very similar to mario odysseys moves, which is great. plus this requires a good computer. maybe make downgrade the graphics. my computer can handle this game, but many peoples computers wouldnt be able to. anyways, this is a very good a game and i want it to be continued

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Thanks a ton! So glad to hear you enjoyed it! As far as performance goes, I have it in mind and the next patch will have an options menu for everything.


-R1GBY

thank you for responding to this. This game is really fun and if there is ever a full release (for switch or pc) I will probably get the game

oh yeah if you emote then stop emoting, your animations stop working for a few seconds

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also are you going to update to ue5

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Hello all well?

I really enjoyed the test, the game is very nice and clean, but my computer is a little bad the game is constantly dropping fps but I don't know if it's my computer's fault.I didn't finish it because of the problem I had with the frames.

Just an information, but I really liked the idea and the movement, I hope you succeed in finishing the project, thank you!!😋

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Thanks a ton for playing!

I plan on optimizing and adding settings to change preferences in the final game.

-R1GBY

my 12th gen i3 with 8gb of ram and no dedicated gpu LAPTOP runs it damn well (45> all the time, mostly 60>, at least looks like that lmao) so you might wanna get a new pc

(SERIOUSLY WHAT ARE THE SPECS THAT SOUNDS TOO WEIRD TO BE TRUE GET A NEW PC IF IT'S WORSE THAN MY ANCIENT LAPTOP)

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By and large I enjoyed the movement! Here are some of the thoughts I had as I played--both things I liked and things I would've liked to see:

  • Chaining Goobi's spin attack to cancel a dive for some extra speed is very satisfying and creates a good way to both clear distance fast and get across longer (but not necessarily higher) gaps--I'd love to see that kept!
  • Goobi's jump animation can sometimes make his movement hard to track--in particular it's not quite responsive enough for me to always have the best grasp on his jump height. I'd like to see a separate animation for while he's going up in particular, to more easily learn his jump timing.
  • Wall attach triggers are very sticky! I'd like it if shorter walls couldn't trigger them at all, personally, as I kept having issues where I'd jump off a wall while platforming up steps.
    • I want to be able to cancel the wall grab state using Goobi's spin attack--it'd serve two functions, both allowing a break out of a wall attach state and a way to quickly hop up once you make it near the top of a wall. In fact, I think this could be a novel way to solve a large part of the wall attach stickiness issue, turning it into a feature wherein you can use the spin attack to clear the rest of the distance if your jump is a little too low and you end up attaching to the wall!
  • Lastly, some footstep sounds would be a nice extra touch that'll make Goobi feel more present in the environment.
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Hey thanks for playing the demo! 

So, I do agree that the jumping animation can be a bit weird at times, so I do plan on fixing it soon.

Also, wall jumping is still a work in progress and I'm completely redoing the system from scratch, so hopefully, it will feel better.

Thanks a ton for trying it out!

- R1GBY

I agree with the wall jump thing, also had the issue where I accidently jumped off wall when I was trying to jump up the steps.

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Overall, I really liked the demo! All the movement felt like it had great potential to be used in a variety of ways across levels! All I'd suggest is..

1.)Adding a short roll that can be done on the ground by using the dive button and increasing Goobi's acceleration speed a little bit. I have no major problems with the movement speed, I'd just like to be able to get to that speed a little bit quicker.

2.)Possibly making the glide button the same as the jump button while midair (and maybe setting both triggers to be dive buttons?) I think these might help the controls be easier to grasp and use for beginners.

These are just some ideas I thought I'd suggest, I by no means have any major background in game design, but I do think they could help the movement feel better.

Keep doing what you're doing though, I love the game so far and I look forward to seeing what's next for this robo-mailman!

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Thanks for playing the demo!


Everything you mentioned was totally fair, and I do plan on fixing a lot of the issues you brought up. The Demo V2 will be up in about 2 weeks so definitely try it out and lmk what you think.

-R1GBY

Every Piece of movement is clean and appealingly playable. Really really nice piece of work. As a Unity Game Developer I will suggest you two things.

1- When you enter cavern you can disable rotation of player with respect to camera, its feels weird when you rotate the camera, your rotation changed and player might don't know where the player is facing now. And the movement keys are now randomly face the player.

2- You can also disable the wall detection from player front side for wall running. Its becomes annoying when you are jumping small stairs like platform. bcz it sticks to the wall if you are close to it. Or you can define only some wall to be wall runnable.

These are just from a dumb guy so don't lose you creativity on my suggestion. Maybe you have better approach than this in your mind.

Just Consider this as suggestion.

Love the game and Good Luck.

Hey!

Thanks a ton for playing the Demo!


I plan on fixing the issues you addressed, Im currently working on a V2 version of this demo and it will be updated hopefully at the end of this month so definitely replay it and lmk what you think!


- R1GBY

Yeah Sure I am waiting for another demo.

Goodluck!

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Really good demo, it feels like this game is inspired by Mario 64 or Battle For Bikini Bottom Spongebob character could just be me.

I feel like it could be more optimized because my pc is pretty decent, I have never seen it overheat with 3 fans, it was HOT.

Overall, I had fun trying to speed run and I cannot wait for the future of this game.

Thanks a ton! Im definitely gonna work on optimization.

Small improvements: Make the spin attack a double jump(change button to jump) its a small thing but it will improve the flow. Play with the wallslide speed a bit i think it should be a bit faster, right now it kills the movement momentum. Great project, keep up the good work. Wish you the best.

Thanks a ton! Ill write that down!

Hey, any chance for Linux (and Mac) exports? Thanks!

Hey!

I do plan on making a mac and linux build very soon. When I put out the next update for this demo, ill try and upload a port for both of those!

Thanks

-R1GBY

Adding onto this, I have tested it using Linux (WINE) and it works nearly perfectly, the only problem I ran into was the wall jump camera not working.

I'm gonna take a wild guess and assume gliding up walls isn't supposed to happen.
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Gliding up walls feels so clean that it just seems like its a feature. -Either way, this game would be super cool, hope to see what happens next with this project.

thanks!

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the fact that you even pulled that off blows my mind, lets's just say it ITS A FEATURE.

On a real note, still polishing up a lot of stuff obviously, but thanks for sharing it and ill keep a look out for it!

looking so clean, came from youtube and cant wait to see where you take this project!

(+1)

Hey! Thanks a ton! Means a lot, support on this project is rlly crazy!

So, I really like this but there are some bugs/issues.

Bugs-

  • Smoke effect still plays during emote even though player isn't moving
  • Player silhouette shows through smoke, which is kind of pointless.
  • Cavern movement is not relative to cavern camera - if you entered in at an angle the movement will be slightly off.

Issues-

  • Movement controls are too many buttons, the spin jump and regular jump should be incorporated into a double jump (regular jump first, spin jump next). The glide mechanic should just be the current spin button. The current glide would be good later down the line having a "toggle glide option". Not really an issue just feel like that would be a nice QOL feature
  • You should be able to exit emote if you press any movement button.
  • Wall climbing camera should be similar to the cavern camera. I find the collision system zooming into the player while I'm wall climbing and it messes me up. 
  • Silhouette is pointless if the camera zooms into the player.
  • Camera zoom is quite instant, maybe consider adding some smooth? 

Other than that I have really high hopes for this, it feels fun to play in. Keep up the good work :)!

Hey!

Thanks a ton for playing the demo! I do plan on adding a double jump instead of a spin attack so I agree with that 1000%. The emote is EXTREMELY buggy so ill definitely fix that in the next patch. The Wall Jumping System is very buggy right now and I don't like the way it feels, so I am going to redo it completely. The silhouette I still feel helps in certain scenarios, but ill look into camera smoothing, I do agree it's a bit sharp, so il fix that too. 

Thanks a lot for the feedback, without it, this project would be TERRIBLE.

-R1GBY :)

Found a minor bug where you can attack or deploy the glider thingy and it will cancel out the boost from the jump pad

I'll look into that, I'm more curious how you spawned so many jump pads and mail trucks. LMAO

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Demo is good, that being said I would love if you would make it that Gobbi would pick up speed as he ran and also if Gobbi would glide if you double tapped jump or hold the spacebar smth like that would be great.

Anyways good demo and looks like it could be a great game too.

Time is 2:54

Thanks a lot!

Ive upped his movement speed by a bit for the next patch, and I'm planning adding a double jump so that will hopefully fix that problem.

Thanks for playing the demo!


-R1GBY

i found a strange glitch

a video of the glitch:

Yep found that one too, ill fix that in a patch!

Jeez, he gains so much height. In fact he can touch the top of the map, though there is a roof barrier.

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