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(1 edit)


Just tried out your new build! I have to say that the movement of Aplomb has improved a lot, or I am misremembering how it felt last time. It is really fun to jump around now and movement feels more fluid and like you as the player have more control. Anyhow, here is my feedback! 

  • Moving down platforms feels a bit wonky. I have two suggested fixes, but it is a matter of taste. 

1: Slow down the movement while you are going through a platform, it feels too sudden, also make it a tad easier to activate, sometimes I have problems getting it on the first try. 

2: Make it so that if you are in the air and pushing the down key you go through it automatically, not landing at all. 

  • Wall jumping is a bit wonky as well, I think the solution is to increase the delay after a walljump until you can walljump again so you can't spam it too hard. 
  • Make the falling platforms a bit more obvious, the “dust bubbles” are good but it does not instinctively give the player the information that “this platform falls”. Perhaps make them look old or something. 
  • When you learn dash, add LEARNED DASH or something like that. 
  • Begin the rolling animation in the dashing earlier, probably will look best if he rolls the entire movement. 
  • Explain the collection aspect of the game, playtesters will miss this, I did when I tried it earlier. 
  • Extremely cozy music in time trial 2. 
  • In time trial 2 mode one of the traps is unintentionally asymmetrical. It is one of those spikethings on a stick moving up and down towards another spikething. 


    Overall, I can see this as a much cozier Hollow Knight in the future, the improved movement really makes the level of fun much higher. I think movement, and things like how the dashing, walljumping and going through platforms feels is going to be the key to your success.

    Thanks for the feedback. All of the points are spot on, I especially like point two I hadn't thought of that before. I've been pondering adding a break roll similar to the dash but less powerful which would give the player greater movement potential and more of a parkour feel and use the animation while passing through the platforms. 

    Struggling to get motivated at the moment trying to re-factor my movement scripts into Unity's  new Input System. And your positive comments have really helped me get back on track.

    Thanks again appreciated

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    No worries, there is great potential in your stuff, I will keep testing as you update your project! I think "hollow knight" but cozy as hell could be a good thing to aim for. Also, I am finally aaaalmost finished with my DEMO2 build. Some light featurecreep pushed it further as I have worked quite a lot on  "the dark way" to play the game. 

    ITS OUT :D

    Deleted 2 years ago