<3 yw
Clovelt
Creator of
Recent community posts
I think a bit of thorough playtesting would have highlighted that the "pink head cannot be colliding in order to launch" rule doesn't add much and creates "you are screwed no matter what" situations, which is not something these kind of games do for good reason!
What I love about some rage games is that they feel like hiking on mountains: you get many variations of unified "problems", but with a small quantity of elements. This is more like climbing voronoi noise, which is ok too!
Great! I'll write quite a bit as I had lots of thoughts and this has a really good foundation/potential.
Mechanics and feel is wonderful, very impressive and inventive! Level design feels quite scattered and random, which kind of makes this feel like a "flash" kind of game instead of the physical storytelling you can find in other steam rage games. Playing the later parts I see why it was done this way, and it was exciting, but this difficulty curve lacks the lower 60%! Lots of opportunity to expand this into a fully fledged journey, without really needing more mechanics or content, but mostly worldbuilding (level design-wise).
Controls aren't precise enough (arrows turn you very fast), mouse control would have been great for more granularity. I don't think it should have a jump preview, but it would benefit from a "turn 180" button! Also subtle slowmo when at high speeds for reactive normalization. Zoom out is a must. I think the zoom level decision was made to stay pixel perfect? In the end it just makes it unfair as the level design requires you to see what's ahead.
Style is incredibly cute, I think some basic set dressing with the current assets on a more organic-feeling enviromental curve would have multiplied the overall quality!
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Thanks a lot for your response, and good luck with development :)
Other softwares don't complicate themselves at all, when exporting a preset they just calculate relative changes to that object so when applying it, it uses the offsets, in which case there is no need to change the UI/UX of the program. But I'm sure that you'll have your own very elegant vision if you decide to work on this feature!
Thanks a lot again for Pixelover!
Heyo!
Kudos on this app, it's genuinely groundbreaking in gamedev for a lot of us.
I wanted to make a case for effect presets in the context of their use in Software like Spritemancer or Juice FX, which are currently dead and partly non-working projects. I think a huge factor for its explosive popularity initially is that it supports a library of drag-and-drop effect racks that let you apply a baseline first, instead of having to start from scratch with each element.
What are they?
You click a preset, and it applies animation node data to X properties starting from the playhead position. That's it!


Before/after applying a "squash" size animation.
Proposal overview
In Pixelover, I'd imagine it as a new menu folder next to shaders called Effects/Presets. Like in After Effects, it would let you apply presets to the current object like a fade out, but in the spirit of gamedev software like Spritemancer it would be more complicated effects like easing+tint for idle, walking, hit, attack effects... These are a great baseline to get a feel for a character's actions before drawing new poses for example.
With the possibility of adding to this feature the automatic creation of objects, lots of ideas come to mind, like an explosion effect that eases+tints the object, then creates two particle objects on top that activate after X seconds, or an animated cooldown timer that gets added over the object.
If this existed, I'd be constantly making presets and putting them in categories like "Easings" (squash, stretch, loopSquish...), "Impacts" (hit, dead, explode...) and swiftly using them in my projects.
Why add this?
I could really see Pixelover become a more casual application after this addition. Hop in, add a sprite, apply a preset, tweak it and export. Currently this is possible and the UX is overall super good, but gamedev can get really overwhelming and tedious so every bit helps. Also:
- Tweening and tinting take time to code and can become expensive on big scenes, and layering other effects would make baking the only option.
- I'd bet that a resource creation community could come out of a feature like this. I'd definitely be uploading my preset folders for others to use.
- Spritemancer and JuiceFX have been incredibly profitable and there is a gap in the market for a feature like this, as both are on hiatus/dead.
Cheers!





















