I believe I've found and fixed the issue with the projectiles :) I'll update the game asap, once judging for the jam is over. As for the bats, could it be that the attack is only hitting their wings? Their hit box does not include their wings. If not, is there any chance you could send me a quick video showcasing this little bug? That may make this easier to pin down what is going wrong. Thank you for taking the time to tell me! :)
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I’ll definitely look into that and see what I can do to get that fixed :) The bats and projectiles shouldn’t have any immunity time, so I’ll see if I can figure out why they sometimes go through your attacks. Does this usually happen when the projectile/bat is very close to you?
Firstly, thanks for trying it out! Secondly, I’m sorry that you’re struggling with the timing of the boss :(
I’m very interested in doing everything I can to make this game feel fair, so thanks for informing me! Once the judges have finished judging the jam entries, I can upload an update that fixes balance issues.
Just so I can address the correct issue, is the issue with timing because when you attack, the boss recovers from the attack too quickly, while you’re still inside the boss’s hit box, causing you to take damage?
In the meantime, before I’m allowed post an update, if I can suggest you give it another shot with this tip in mind: I find the first boss a lot easier if I chase her to the left side of the arena and use that platform to attack her quickly and duck under it when needed. Hope you’re willing to give it another go :)
That's a pretty neat game! I like that it's peaceful, more about exploration and a bit of platforming than anything else. That's not something most metroidvania games explore. I did only make it 25% though, so maybe it gets more tense with the story and platforming. Unfortunately I had to stop because I kept getting too lost, partially due to the lack of a map and partially due to fairly similar room layouts without a lot of defining features. But all in all it was a pretty enjoyable game! Congrats on submitting!
Thank you! Glad you like the style. I was basically going for SotN meets Hollow Knight. The game definitely opens up and picks up after you beat the intended “first” boss. But the game is pretty non-linear if you sequence break and discover secrets.
Great art style and aesthetic, as well as interesting multiplayer mechanics! I know it's meant for two players, and I'll be playing that way, but people don't seem to realize that they can still play solo. Each character only requires one hand, so use both to move both characters :)
Sure it's a lot trickier and might just be nearly impossible to beat that way, but still fun as a solo experience too. Anyways, awesome game! Love the channel too
Oh and as one last thing, I think you forgot an "s" in the game over screen: "it' too risky"?
Hello Rinaii and thanks for checking out my video! :D
Unfortunately there is still one secret out there, as I already discovered the stoneman in my first video. So let's keep searching! Ohira did mention, however, that the last secret can be seen in my video covering the crystal shard, if we look closely. So I'm going to try to keep searching.
Awesome, congrats on getting up there! Yup, got up from those mountains. It's a lot of fun to be able to "break" the level, but at the same time it's kind of intended for some people to break it, clearly, as there's hidden stuff up there.
Update: I found a secret within the game!
Before watching, know that I do spoil one of the demo's secrets, so if you'd prefer to try to find it yourself, do that first! You've been warned!
According to isaiah658, there's only one major secret left that we can get without cheating.
Unless someone has already discovered this last secret, go download the game and let's start searching!
You're welcome! Yeah I noticed the disappearing bolts and whatnot too, I think I may have been playing the version prior to that update? I re-downloaded the game on the 16th of March to make sure my version was more up to date. But if there were any updates after the 16th, then I would have been playing on a slightly older version.
:O No way! I'll go look for those right now! I wonder if I'll be able to find any.
PS: You can get Nytro stuck in the homeworld by gliding from the crystal ledge (where a golden gear is) to the top of the large crystals that form the entrance to the cave haha
I've got a new request: can we see some visual feedback that we got the key? Like if I press select, maybe a key icon could show up in the bottom left? Because I feel like it wouldn't hurt to remind players that they already got it or to tell them that they forgot it if the icon doesn't show up
That sounds awesome! Love it! That description almost sounds like Hyper Light Drifter's kind of post apocalyptic world and how it tells the story through the environment and enemies, super cool. I honestly believe that you've got a gem on your hands. I'm very excited to see where you take this
I totally get how just talking to someone can really help solidify ideas. When I'm working on design stuff, I can sometimes get what is essentially designer's block, but that usually can be fixed by just bouncing ideas off my friends
ahh yes of course the level design, I don't know how I even failed to mention that, I guess because I just assume anything inspired by it will have souls-like level design haha
But very cool stuff to hear! One last thing that I'm curious about as of right now, which is: what is the main goal? Like what is Nytro trying to accomplish by collecting bolts and gears, and by beating the various levels?
Thanks for being so open about the development of your game, it's always fun to be able to talk to the dev and see what their vision is, opinions on things, and where the project is at currently. So thanks!! :)
gotcha, those both make sense. I figured it was to hide the water seam. Hm, I still think it looks strange, but as long as you prefer it, that's all that really matters, since it's your project! So that's totally fine
I imagine a new demo with a level or two is still a ways out, but do you have any estimate on when that'll be available?
Also, since you said this game will have some Souls inspiration, I'm curious: will this game feature any mechanical similarities? Like bonfire Styled checkpoints or dropping bolts on dying? Or are the inspirations limited to only the "difficulty overcome by practice" philosophy?
Anyways, I don't want to seem too harsh or anything, because I honestly do love this game! You just keep working on the game however you want to make it. The potential issues I brought up are honestly pretty minor and wouldn't stop me from playing through the game 100% haha
I think you're doing a wonderful job!! And I have faith that this game will turn into something fantastic.
But I will say two more super tiny things that have no real affect on the game, but I thought kind of seemed weird:
-I thought having the waterfall effect on the top of the waterfall looked a bit weird. The bottom looked great, but I don't know if that same effect should be used on the top too
-Will the bolts (screws?) remain a number like 230? I personally like it when it rounds out to the hundreds, like a flat 200 or 300. Maybe that's a bit of OCD or something, I don't know haha
Take my thoughts for what you will, all I ask is that you take them into consideration :) Keep up the good work!
Ahh gotcha. Makes sense.
Again, I personally don't mind the snail's speed, I like a good challenge! I totally love the souls games and love that concept of simply getting better at the game, returning and overcoming the challenge that you previously couldn't. I was just highlighting potential concern for the snail difficulty on behalf of my girlfriend, who enjoys more of a casual experience like the Spyro games (though she loves Bloodborne and is playing Dark Souls 3). Honestly I personally wouldn't mind you keeping the snail's speed, as the speed isn't really the most challenging aspect to them, but the area they run around. So if you're planning on having more of them, I totally get keeping the speed and just making the location more perilous or more simple to adjust difficulty.
Yeah the controls are smooth, and I like that (though I think I would like some knockback when ramming straight into a wall, maybe with some controller rumble :P). Perhaps I didn't express my concern with them well enough, as my thoughts might not have translated into text very well. What I meant is that if I'm trying to barely turn left or right to line up for a jump, it seems as though Nytro can overshoot the direction I want to face, which might be important to look into if the platforming is meant to be more challenging than Spyro's? I don't know. Honestly, I personally think that they are fine and I got used to it, I'm just expressing concern that people might have a problem with it, since for some people, tight controls are very important, especially in 3D platformers.
Awesome, I was checking Local, not LocalLow
The first person camera as a low priority makes sense too
Lack of headbash is kind of what I expected which isn't a bad thing, though it would be cool if it did get added, because I have faith that you'd implement it more than Spyro did, maybe in puzzles or something? Though I am absolutely fine without it, sometimes there's more beauty in simplistic design than complex design. That's part of the reason Spyro 1 is my favorite in the trilogy, it's not bogged down by too much :)
You're welcome! I try to give detailed feedback to be helpful haha but ultimately, you're the dev and I'm just a fan, so you can make whatever decisions you want! Anyways, I enjoyed the demo a lot and can't wait for more
Hello again!! Finally got the chance to try out the new demo and got 100% level completion. Absolutely loved it!!!!
The direction you're taking the game is very promising! Honestly, I could ramble for a long time about how great it is. Definitely going to spread the word that Nytro is a must-play for anyone looking to get ahold of a new 3D platformer :)
Now while I could totally spend forever talking about the things you are doing perfectly, that wouldn't be the most helpful, so instead I'm going to throw some constructive criticism your way. So I don't want you to get discouraged by any means, know that you're doing most things wonderfully!
On to my analysis of the current demo's gameplay:
-Being able to change the camera settings is very helpful, though I don't think you've nailed the camera movements quite yet. I know that in the dev log you mentioned probable camera choppiness, which did occur during my playthrough, but that's okay because I know you're looking to fix that. I think my biggest issue is with the camera movement and seemingly loose controls. I'm not really a camera expert or anything, so I can't really tell you how I would fix it. but I do know that it's just not quite there yet. There were times with the active camera, which, generally speaking, should be behind me, where I would turn and the camera would just sit there much more like a passive camera. This led to one particularly frustrating bit of platforming where I expected the camera to follow behind me when I went to go make a jump but it didn't. That threw me off and I missed the platform and fell all the way back down. It's definitely been improved, but I still think there's work to be done :) Wish I could be more helpful and actually help you fix the camera, but alas I can do nothing but tell you it's not done :(
-On to the controls. I love the controls layout, on the controller at least, as I haven't played with keyboard and mouse. So I'm not talking about the actual button layouts, but rather how Nytro controls in the world. One thing I did notice is that the controls seemed too loose. Now, this feels great when charging, but I feel like I should have more control when simply walking. It took me a while to even walk a straight line without wobbling left and right (which contributed to a bit of queasiness from the camera swaying back and forth). I think I may have found the main problem I have with this though. While completely stationary, try to barely budge Nytro left or right. You'll notice that he turns very sharply, making it difficult to have precise turning and it's not very smooth. Again, I think the sharp turning works wonders while charging, but I feel differently about walking or at least barely moving. I'm thinking back to Spyro, I don't think that I ever had a problem with being precise with my turning, because Spyro wouldn't jump to a new position nearly as much as Nytro does.
-The hover seems just a little too pathetic. Just like a 50% or even 25% height increase from what it currently is could make all the difference and be a lot more forgiving to newer players. Again, I'll point to Spyro's hover. I could be wrong, but the hover just seemed to be more forgiving in that game because it would launch Spyro just a tad higher than it does in your game. I would highly recommend improving this because you don't want hover to feel useless. I can't count the number of times that I tried to hover either for fun or to save myself from a bad glide and it actually screwed me up more or just didn't help at all. Oh and if the triangle button (Y on xbox) isn't being used, please let me hover with it like how you can alternatively charge and shock with L1 and R1 as well as the face buttons. My brain is trained by Spyro to hover with triangle haha
-Damn, the snail is hard to catch! Fun! But really tough! Hahaha maybe if this is the starting area, make him just a teeny tiny tad bit easier? I love a challenge, but maybe a snail that tough or tougher can be found later in the game? Idk, I'd honestly be fine with it if you kept the snail as is. But I know for a fact that my girlfriend would probably just give up in frustration haha but it's up to you! (I really love the speedy snail idea btw!)
-Also how can I wipe my save data for the demo? I want to show people, but I want them to be able to collect stuff too, not just run around in an empty world, which is much less entertaining :( So please either have a wipe data option or please let me know how to manually erase the save file
-I think swimming feels better, but I honestly don't know as I didn't have a problem with the swimming, but my girlfriend did.
AND NOW ON TO SOME PRAISE :)
-Collecting things is fantastic and super satisfying!!! Congrats! That can be hard to get right
-I love those cute little robo-rabbits!
-Crystal cave was, while disorienting at first, absolutely beautiful!
-Had fun searching for the key and trying to find a way to get to the crystal ledge. Made me feel like how I did when I first played Spyro for 120% completion, a sense of discovery and exploration.
-The environment in general is really awesome, love the grass, flowers, windmill and whatnot!
-Nice snowman (stoneman?) haha though I think I had to kill myself to get back haha
-Oh and fantastic sounds and music!
-Will there be a headbutt equivalent ability? And will there be a first person mode like in Spyro, where you hold triangle to look around?
I think that just about wraps up my little makeshift review. Anyways, I'm definitely invested in this project and I can't wait to see more! Hope this is successful for you!
Hello again! So I've been keeping up on your twitter and checking back here every once in a while to see if the Scrapyard update is up :P haha I just need more Nytro in my life, it's very fun!
I'm looking forward to learning more about Blender and 3D modeling, but as of right now I'm still trying to get my tech demo, a 2D platformer, released, so I haven't been able to utilize the great info and tips you've given me just yet.
So I hope development is going well for you and looking forward to any updates.
Oh! Also, I had my girlfriend playtest Nytro, and she enjoyed it! With only one complaint, the camera movement while swimming made her feel nauseous, like motion sickness.
My only diagnosis as to why the camera did that while swimming is possibly the slow turning of the camera while being able to freely move in the 3D space, much more than while on land. Though I'm not sure. I've been playing through the original Spyro trilogy with her and she stated that swimming in the Spyro games never made her feel that way. She had no problem with the camera in Nytro while on land.
So perhaps you could look into how the Spyro games handled the camera while swimming a little more and try to emulate its movement closer? I only ask because I would love to play through Nytro with her when more is released, but not if it makes her sick. I totally understand that cameras are a pain to get right, so no worries, but I hope that it can be improved :)
PS: I never found a problem with the camera while swimming personally, so you're on the right track!
So on a technical side to things, you're using Unity? Are you modeling things in Blender?
I'm currently working on my own tech demo for a 2d platformer using GameMaker, but I've been looking to explore 3d for some personal projects. I also want to do low poly to satisfy my nostalgia, any tips for a beginner to 3d?
If production of this game will continue despite the kickstarter, here are a few things I want to point out to the devs:
The flight ability is rather tricky to get accustomed to. I'm not sure why.
The charging is responsive, but maybe too responsive. It can be hard to turn slightly. I noticed this primarily while trying to get the boxes/chests set in a line. If I was slightly off and tried to correct it, I would over-correct. If the player was not able to turn as sharply, it would probably help :)
Couldn't figure out how to dive or swim at all, all I could do was jump into the water to try to get the collectibles.
Whenever I died, my gargoyle friend would disappear upon respawning. I would have to use the flight ability to get it back.
I would encourage exploring being able to charge just by holding the charge button and not needing to press forwards as well. I instinctively want to just hold the button if I want to make sure I end up charging straight ahead, because sometimes the analog stick can slide to the left or right and cause me to die or fall off ledges etc.
So being able to charge without tilting the analog stick would be a plus.
Having to press triangle while having flight feels weird, why not just have the flight take off after pressing jump while in the air?
If the game is taking inspiration from Spyro, I would say to swap the punch and charge buttons. I totally understand wanting the controls to be different, but I know for myself and probably others, the square button being charge is set in stone within my mind. Makes me think about how League of Legends swapped the side of the screen the mini map was on. It makes players feel slightly uncomfortable to have things like controls be swapped. Just my opinion though, the controls are fine. If I were you, I'd ask testers which control scheme felt the most comfortable :)
Otherwise, this is great! Art really brings back childhood feels, and the sound effects, music, and voice acting sounds like it fits right in with the 90's. Great job and good luck!!
awesome! Will do.
Here's a couple more design questions:
-will each level be mandatory, like in Spyro 2 & 3, with mandatory items like talismans driving progression? Or will it be more open like Spyro 1, where each world has a different requirement for a certain collectible (i.e. 1,000 bolts / 40 gears / whatever else)? In Spyro 1, you can skip entire worlds if you so desire! I know Magic Crafters is able to be skipped for sure. Will your game follow Spyro 1's progression through worlds?
-how many collectible types will there be? In Spyro 1, you had gems, eggs, and dragons. In Croc (another classic I loved), you had crystals, colored gems, and Gobbos. Seems like 3 types is a good amount, but I've seen various collectathons go below/above this amount. So far, we've seen bolts and golden gears in Nytro. Just wondering if other collectibles are planned?
-will most of the enemies be of the same race, like Gnorcs dressed differently for each level but they're almost all still Gnorcs, or will each level have completely different cast of enemies totally unique to each level (zombies, dinosaurs, robots etc.)? I definitely like the Gnorc style better (where most enemies share the same race), because it makes the game feel more cohesive and connected. Plus, having the same race of enemies throughout the levels ties into the bosses better, such as Gnasty Gnorc being the big bad Gnorc leader. Though I can see the benefit of the other design, which makes the game feel less samey. Anyways, what way are you thinking?
Hope to see the next demo update soon :) good luck!
Awesome! Glad to be of help!
Hey if you ever want extra help, I'd love to offer my advice/assistance as a co-designer :) of course, it's your project, so I'd only give my input if asked. I feel like I could offer value to the project as I absolutely love the Spyro games, and have analyzed their design for years. I would love to play a part in the design of a game inspired by the games that defined my childhood, even if it's just a minor role. I'd get it if you want to fly solo of course.
Also, do you upload dev log videos on your patreon?
awesome! Just what I wanted to hear!! Haha while I love all three original (and the only true) Spyro's, the first has always been my favorite.
It's your game, and I don't want to try to tell you how to make it, but here's a request from a huge fan of the genre: I would request that all levels be accessible within each hub world from the start as opposed to needing to be unlocked one at a time, as it makes the game feel much less linear and allows players to tackle whichever levels they want in whatever order per hub :) bosses are fine having to be unlocked though in my opinion
Again, that's your choice to make, but I figured I'd put my opinion out there.
I do, however, really like the idea that each hub world can have secrets to unlock. Will the hub worlds be interconnected with each other, like Dark Souls to an extent, or more like classic games where the various hub worlds are separated by portals etc.?
Here's an idea for the flights: the robotic character could attach itself to a rocket/spaceship and go into space for each flight or something?
hello!! I absolutely love what you're doing.
Now, it's clear that there's an inspiration coming from Spyro, but I do also want to acknowledge that it's super cool that you're creating something entirely new and unique. So, when I do draw comparisons in my questions I'm about to ask, I'm hoping you don't take it that I think this is just a Spyro clone, as it's clear that you are also bringing in a unique vision.
Anyways! Here's a few questions:
From a design standpoint, which Spyro game will you be taking the most inspiration from?
Will your game feature a very open feel, where players can battle bosses (if there will be any) before finishing any other levels and each world having different means of getting to the next world? Similar to Spyro 1? Or perhaps closer to Spyro 2, where you collect items from each level that are needed to reach the boss/next world? Or are you thinking of having each level unlock as you gather more gears/other collectibles?
Will the game be segmented by worlds, each world containing levels, like the early Spyro games, or would it be more akin to a game where parts of the world are unlocked as you collect, and each part contains some levels?
If there are bosses, how major will they be? Will they be just difficult enemies with a level devoted to them like in Spyro 1? Or would they have a greater presence like Spyro 2 and 3, with a health bar and arena etc.?
Lastly, are those freeze frames I'm seeing when you charge into barrels/other containers? I like the idea but I could see it seeming a bit jarring. Just wondering if you plan on keeping in that pausing effect in the full game or if you're entertaining the thought of removing it?
Those are all the questions I can think of right now. Hope you can find time to reply to this :) and I hope you put out another demo soon! I'm beyond stoked for your game! Again, thanks for coming up with something new and exciting while so far staying true to what made classic collectathons great
Cool game thus far! Spent probably a good hour or two on it. I hope it's still being worked on!
Firstly, love the style and atmosphere it has. I do wish there was more variety with the enemies and places, though that will obviously come in time, I'm certainly aware of how time consuming it is to develop a game!
As for the current enemies: each enemy feels different, which is great! Though some that looked the same took roughly 5-6 hits as those that took 1-2, so I was slightly confused as to why, since they don't scale with the level of the player, since the lesser ones still took just 1-2 hits.
Love how there's a heavy attack, but it seems quirky. As far as I could tell, heavy attacks did hardly any extra damage, if it at all had an increase. The knockback was unsatisfying. Sure a light attack seems fine without it, but a properly timed heavy should create some distance between the player. Or perhaps, since it's a stab attack, it could have extra reach.
I would personally recommend that leveling and judgments only increase stats by a tiny bit. This would make the game more skill based. Item drop increases become way too important when your level up items (light?) are just regular drops affected by the item drop stat. The stamina delay was also super important it seemed, because you use it so often and the delay is already pretty long. When I came across a stamina delay modifier, I dropped a pretty good item just for that so that I didn't have to always back off from an enemy all the time.
Hopefully environments will become more unique as development progresses. A map would be nice with the game the way it is, but if everything (or most everything) was unique, it would be harder to get lost.
Now this is a design choice, but hear me out: shortcuts. Locked gates, particular elevators, doors that open from other side etc.
I would personally suggest more shortcuts and less checkpoints. Makes the game seem less linear (though it's not! But it's so maze-like that I found myself just crossing my fingers, picking a path, and hoping I find the next checkpoint. This is because doubling back to check the other routes got me lost a few times) or at least more connected.
Just a few more notes, which are obviously just suggestions from one dev to another. Ultimately it's your game, so do what you think is best for your vision! But I study game design and I think these notes could possibly help :) Sorry this is long.
HUD bars and whatnot are rather bright compared to the greys and blacks of the game. Love the look of it and whatnot, I just think the colors should be dulled a bit.
Camera gets a little glitchy while running into a wall. Being able to dodge through caster's attacks would be welcome.
Lock on button could maybe be bound to the 'S' key instead of 'Q', Since left and right are the only directions of movement, S could be a nice resting place between the movement buttons. Also, you could possibly free up the Tab button by having the lock on button change the locked on enemy when pressed and unlocks while held.
Please implement a sprinting mechanic, unless there is one and I missed it. Maybe Shift while moving? (I would suggest lowering the amount of key bindings as much as possible. That hurt my first game, having too many buttons for people to remember)
There isn't currently a way to save yet, is there?
All in all though, it's a fun game!! Sorry if it seems like I tore it apart in this, but honestly, I took the time to write this because I see potential in this game and I would like to see it be the best it can be!
I'm impressed with the visuals and the pacing feels nice! Good job!! Hope to see this project get finished. Take care!
No problem! It was a fun little game :) I'm interested in the genre right now as I'm currently working on my own racing/car combat game. I'm hoping to maybe upload it onto Itch.io once it's done. I know how projects can be left alone for a while with hopes of returning to them, I've done that countless times. Well, good luck on whatever you're currently focusing on
Ah that's too bad, I've been feeling like trying a car combat game out. Still downloaded it, it was pretty fun, but I can definitely tell where the other person was coming from. It's a little strange, yet oddly fun, to be able to fly around as a car by constantly shooting at the ground. I like how the enemy cars drive off when you die. Wish the shots fired upwards had the same affect, so it looks like I was shooting forward instead of up, but oh well :)
Hello! I've stumbled across this and might download, but I read the criticism below and I'm curious what changes have been made since then and what the state of the game is now :) Any feedback can drastically change whether I download this or not
ohhhh do you play as a little ninja dude? Hahaha this whole time I thought you were playing as a bird with ninja stars! Not saying anything bad about the art, I think it's beautiful, I just could have sworn it was a parrot or something (I thought the eye in the shadow part of the character was the beak) and you have a feather item so I just assumed. Cool game though! Excited to play it
Hey guys! Finished my title page for my game Delve! It's an exploration platformer about descending into a dark cave, where your torches are your only ally and defense against the darkness.