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(+1)

Hello I'm just in the middle of playing your demo and the one thing i do notice is that the jumping feels to floaty and i don't know if you have so if hold down the button you jump higher. I would also like to see like 3 health system if possible i don't know that what you after but i feel like you die to quickly to the enemies . And sometimes the jump is not as responsive as i would like it to be. I will keep updated as i play though

Thank you so much for this great feedback.
About the floaty jump: I tried to make a jumping mechanic very similar to the old Mario Bros (NES) in which he jumps really high, and the more you press the button, the higher he goes, and as you release it, he falls. Is it too bad? At first I felt like you have to get used to it, it doesn't feel so natural, but I kept it that way despite of this. Do you think it's better to change the jumping mechanics?

About the health system: Indeed it's very hard to play, and if you die (it can happen easily) you return to the begining, what might be a pain in the a** but I felt like it rewardade players who were very persistent, and also added a rouguelike feel to the game. Do you think I should change it? Maybe have a health bar that drops each time you get hit, and when it reaches 0, you lose a heart. Would this be better?

About non responsive jumping: Could you specify a little more? Maybe draw on paint what you mean.


Again, thank you very much.

(+1)

First with the non responsive jumping i mean by  when i jump and land i cant jump again for second or 2 now that would not be so bad if the enemies weren't a tad faster then you or if you weren't cornered as it when i got cornered i would be mashing the jump button hoping the key press would resister in time.


for the type of game you looking at developing if you fell a bit faster after a jump it would be easier for you to then jump again to say jump on enemies or get away from them. because at the moment i find it difficult when i miss jump and their enemy almost under me that i hit and die on.

in terms of health  the heart system is good but adding a health then losing a heart would be better suited for this type of game. The other way you could do is just by decreasing the speed of the enemies slightly or adjusting the jump mechanic slightly

(+1)

About the jump: Agreed, i'll remove the jump delay, maybe the game even feels smoother without it!

About lives: Here'sAndyTV also addressed these issues, and suggested a very good approach for the health system, which is: when get hit, just lose a heart without returning to the begining, but after losing all hearts, there is a number of main lives that decrease and then you returning to the begining of the level. Obviously, after all main lives are gone, its game over. Sounds way better, doesn't it?

(+1)

Yes that's sounds much better and more enjoyable and forgiving for the player. I would done something similar in my game but being a platformer that takes you back to the beginning of the stated level their no real need because they also rather short.