Aha, I just tested the game again with a gamepad and found out that there was no deadzone for the stick. So the character can walk… very… slowly… and the animation speed matches that too! Which is pretty odd since MetSys (playing the sample) originally had stick amplitude speed yes, but also stick deadzone, but not dynamic animation speed. So it means you have spent some time on extra code to support gamepad stick but also lost the deadzone in the process… ?
This was also our first metroidvania (but not first platformer) and I think it would have been feasible with MetSys. But I learned a lot coding the Metroidvania features (following a tutorial for level transitions and save/load, but doing my own stuff for unlocked abilities), so I’m still not sure if we should have just gone with a framework and focus on making a really good game for the jam, or spend time learning at the expense of polish. Like we have fading/swipe transitions between rooms but players don’t seem to care (since nobody complains about instant transitions, not just in MetSys but also in most jam entries), but one player did complain about fading. But at the same time it’s definitely useful to have in a bigger game.



























































