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Ah, okay, it's good to know there's a cooldown, even if it's just 0.1s! It was so subtle that I actually thought I was cheating XD.

As for the player size, sorry for the confusion. I meant the scale of the player relative to the screen (i.e., the ratio of its height to the screen height). For example, in Celeste, the character's height is about 10% of the screen height. In your game, it's only 2%, so it occupies very little space on the screen. Zooming in a bit could increase the focus on the character.

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Gotcha
Feel like the zoom should depend on the speed of the character, and since I was going for a more "speedrun" kind of thing, I unzoomed a lot
But once again, Celeste is a "speedrun" game too, so idk hahaha
Think it also has to do with the fact it's a metroidvania, so there are different direction to go to, whereas in Celeste it's rather linear so you don't have too see where you could go

Although I probably should have modified the zoom of the camera depending on the room the player is in, and when I made the grappling hook, I realized the zoom wasn't correct at all for its use (hence the unzoom part), and that's where I realized that maybe I should have modified the zoom depending on the rooms
I think I actually did it for 1 or 2 rooms at the end, but should have done it more