can we delete chips if we mess up?
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Really awesome game! super polished. My biggest critism is how big everything is: I know its the low rez jam but alot of things were really hard to dodge: esp the stop sign. I would have gone almost half size for everything. Also a few things had a bit too much hp, like the vertical octopuses
Even though this game is super simple and first game material I kinda liked it. My one issue is that the fog is super obnoxious esp on the last level. You basically just have to memorize where the blocks are
After seeing that the game is supposed to be about speed, I would instead suggest changing the level design in at least the first level as the platforms are much to small and close for the current controls
you need yo have the air speed capped, it feels really weird when you can accelerate to insane speed and double jumping often overshoots you rather than readjusting. Look at some other platformers and see how you can make it feel a bit more controllable
I have used this controller for many other things on this computer, it is just a standard xbox 360 controller. However, Celeste will not recognize it when I plug it in. I have 100+ hours on switch and I really don't want to start from 0 on keyboard controls. Any help or insight is appreciated!
Im on a macbook Air running the OSX version of celeste from itch.io
This is really cool idea but one problem I have is it doesn't seem like the cursor's hitbox is at the tip. It seems intuitive to me to make sure the tip doesn't touch anything, but for some reason I kept getting hit. Is it in the middle?
I love the graphics, but I often felt frustrated while playing. Here are my notes, take them as you will
1. The jump feels too high for the movement speed. Id doesn't feel right to me. I would honestly reduce the giant jump height/ increase the agility a bit
2. Showing the level start after every death is very annoying
3. when I died, It was usually to running into an enemy that I didn't have time to react to after they came on screen. Idk how to fix but this is just what I felt. I don't think I had a single 'deserved' death it was always to something annoying
I was, my biggest criticism is the visuals, It seems like you used a lot of clipart which ok for a jam, not everyone can draw, but the different styles really clash, i think a solid color for the grass, sand and water would do alot. (Pixel art can also look pretty nice even when you have no drawing skill like me)
I liked the reflection, it was a nice touch but a tip for later: give a bit a tint or gradient to the reflected image since water isn't a perfect mirror, it would go a long way. Setting the water splash particles system's shape to a line by his feet and making it emit by distance are also good ways to improve the looks
By the end I was ready to dump this lady lol, Crabert deserves better :(
You should be able to insert code by dragging it onto another block.
To use a Goto you need to drag the arrow up to another block, the program will "jump" to that instruction and start execution from there
Thanks for playing!
the plane is a bit uncontrollable. also a reminder to keep pixel size consistant, I know that the shriking toiletpaper would be hard but everything else should be pretty much the same, It adds a lot to a game's presentation
well made, using non-premade assets puts you ahead of the curve. I would have liked a much smaller player size and more things to shoot. planes moved too fast and had too much health too destroy
One tip for you: its important to make sure your pixel art is scaled properly even when using pre-made assets.
I found the jumping a bit to fast for the type of platforming you have to do and could only manage to get a single gem after playing for a few minutes. Its important to know that your skill as a developer will be much higher than any new player.
Also, the jumping mechanics are quite strange, first I found it weird and didn't feel good that you could only wall jump once, also that you sped up afterwards for seemingly no reason. (and slowed down after the you collected a gem) I would have liked it better if that was the default speed
I would have loved to see some juiciness on the shooting and enemy death animation.
Also: make sure your pixel art is scaled properly, It often the difference between a polished and unpolished look when you are using pixel art
Really cool game, I wanted to play more but I got stuck on the room with the semi-solid platforms that have eniemies you need to kill, I got stuck on the top of the screen and there is no way down or way to restart
The game was amazing. I don't even like platforms that much, let alone impossibly hard precision platforms, but this one held me to the end. twice.
This game's biggest accomplishment is the amazing difficulty system. Somehow, you made the difficulty changeable in platformer! My first play though I found Vanish to fit just right, and I had a lot of fun with the later levels. The second play-though on the hardest difficulty was just as great, it was like playing the game all over again.
The second thing that held me to the end was the controls and game feel. It always felt just right to bounce around in the levels. You get just enough control over your character to make each level a blast. Even just to hop around the main overworld is great. I played most of the levels.
The game has some minor issues of course, but I'm really just nitpicking here. Firstly the inner ring is horribly laggy, and is not help by the fact that it is large and hard to get around on its own. It might be improved with a button to teleport to the main area on it, but neither really hurts the experience much.
Overall, Its a great game. The aesthetic is cutsy and great, your character feels amazing to control, and the difficulty levels helped me play though in a great flow state. Every time that I though "oh god this game would be so good if it had 'X' " My expectations were met.
10 out of fucking 10.
yeah I said it.
art is great. some stuff I think needs work:
1. kinda throws you straight into it. I thought it was a cut scene at first. would be good to see controls pop up before that
2. re-spawn system is a bit annoying. If you get hit you immediately go to a seperate screen, and then after pressing a you get a total of 0 time to breathe before you are made to dodge the attacks. I died a lot in the opening moments just because you get no time to breathe at all.
3. Its really hard to tell where the attacks are and if you are going to hit them.
checkpoints: maybe not every level, but maybe like per five. no checkpoints only really works for randomized levels. nobody wants to do the first 3 levels hundreds of times just to have a try at the last
more levels! love the concept, feels really nice. love to see more levels. (if there are checkpoints)
Longer levels like the last if you change the camera angle to where it is in the first couple. (the camera is really distracting and hard to tell exactly where you are at that angle)
Art is good, I'd smooth the rings out a bit to fit the cartoon style. (also remove that monkey, we all know where that's from)
overall I like it, but I didn't finish because I had to restart the whole game every time I failed the last one.