thanks. do you have any feedback tho
MelloYello
Creator of
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amazing game. the message is very strong, as communicated by the in game text and the fact that every asset is that of a passed artist. gameplay wise, sometimes it feels as if you cannot jump and on circles you always slide a certain way, even though the rotation of the circle would suggest otherwise. i would also recommend an endless mode too
there is a dash, using the f key, though its basically just a push forward and never really incentivised in the game as you can just hook and get farther. i have heard the same feedback from others about the gravity from others too. i added the timer to encourage being fast and speedrunning, but I do understand the loss of incentive to go fast from the cost of blood. the combo idea you suggested is great! and I will probably add that along with a combat system. thank you for the feedback!
thanks for the feedback! personally, i feel that auto sliding wouldn't be a great addition as it doesn't care for what the player wants as they may choose to slide down with more caution or may need more time to analyze the level. though having the player sliding when they crouch on a slope whether or not they are sprinting would be a great addition. a little more control while airborne could be great as you said. ig increasing the gravity and jump force is a possible fix to said floatiness
i do agree with the walk speed becoming much, much slower without picking up the bottles and the lack of momentum preservation which is a bit vital for games like these, but I don't feel the floatiness you were talking about. switching directions in mid-air is supposed to feel harder than switching directions on ground. to answer your question about the timer, no, it is not based it on speed at all. the thing that inspired me to make this game and the movement engine was actually bloodthief, though I've never played quake before. thanks for the feedback. also what do you mean by you should always be able to slide down a slope? does that not happen in the game? are you referencing things like the ends of levels 1 and 2?
can you elaborate on what you mean by "It felt like you were moving through jell-o" and making the timer "a little less aggressive". the time is not and is not intended to be based on your speed at all, rather based on actual in-game time. i do agree with the point that the pickups should've had bigger hitboxes and I made the ledge climb features really late so I didn't have time to properly debug them.


