that sample text :eyes:
akweus
Recent community posts
i guess the camera control is a reference to how mario64 has a badly connected camera which merges zoom with y axis
I can't really understand the need to combine those when not offering keyboard controls; demanding a gamepad and using a camera control mechanism that has been dead for 20? years. At least offer the default engine character controller camera controls alongside the gimmick ones, i'd like to be able to spin the camera on 2 axes without that affecting zoom, for both purposes
pretty annoying to work with but most of the game isn't asking for much, you can take it fast and skip some huge gaps or take it slow to avoid falling down in most cases. Most of it has pretty generous checkpoints to account for gigantic spike hitboxes, Madeline's suicidal tendency to wallclimb towards spikes, and having to learn the physics/limits by doing a lot of guess-and-check jumps in the short time you spend getting used to the platforming engine.
But there is one tape-world with a miserably randomly placed walls of spike tiles and a few long range jumps where you are just going to miss over and over and over because you need to tediously collect green gems to refill your dash and heavily reposition the camera to have a chance at gauging the distances
and the whole time in a tape world you have to listen to an Acapella remix of the game's song - normally pretty enjoyable - which is now a reference to Mario sunshine having horrific music in its shine-dimensions and an affront to Celeste's history of music.
There wasn't a volume level low enough for the first mario-sunshine dimension that i spent more then 60 seconds in,
a real sour taste at the end having that spikewall tape-world be so much more frustrating then the other ones, i turned the game off at 26 ish strawberries and it made me regret my most of an hour i'd spent playing. Due to not being able to finish and see whatever small reward was waiting for fans at the end.
for more calm feedback; i unironically would like the ability to just brush cut like how (i assumed) the carving uv brush works
maybe i'm misunderstanding how the carve affects the mesh, i'm assuming its just two layers of uv using pixel/vertex shaders
i tried opening the .pumpkin files in photoshop to do more complicated designs and etc but they seem to be stored as some secretive binary instead of a straight up-and-down ] texture UV format
love the simplicity. found from youtube
i got used to the o/p controls pretty quickly , but i see you are intending to add control changing in the future
felt like i wanted to be able to swap pieces that were already placed, without removing them to the piece box - but it looks like returning to the piece box is a key part of the gameplay design, like when filling a jigsaw puzzle on a real table
i feel like the piece box could be expanded as part of the gameplay by making the pieces start jumbled before they are picked up (like flipping and sorting jigsaw pieces when starting a puzzle)
or:
depending how relaxing/challenging you want the game to be: it would be neat to see a little bonus tracker for placing a piece without bringing it back to the box, or for placing the next piece auto selected (combo), or for placing all of the pieces very quickly
I think it might be less confusing for players if the piece box is on screen at the same time as the board, this might mean you have to have an option to have a smaller piece box and find a good spot to place it onscreen
maybe there could be animations for pieces when they are placed correctly/incorrectly? (late late polish type stuff)
1 option that puts
Talk to The Wizard into the start / enter menu and then you can't interact with him on the field. Maybe this should be the default setting
I got into a lot of battles by getting stuck into his dialogue
there should at least be a cancel talking button at the bottom of his dialogue options
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and an option that lets you hold charge / C to walk, and you dash by default
usually those are the two options you get (hold C to run or hold C to walk)
you super get bonus points for having the toggle option
and you options menu is super fantastic already (button remapping, screen shake SLIDER instead of just on/off
like you've done a super awesome job already
just two suggestions (b' ')
might be intended
also i don't know if you have any way to make the game check if its keyboard input or d/x input but naming the keyboard buttons instead of using a/b/c would have helped
maybe even you could just use a special symbol that looks like a button with (A) (B) (C) as i actually tried hitting keyboard 'a' 'b' 'c' and 'z' 'x' and 'c' for a while before i realized it was shift :P