It's alright, after consideration and watching some people play it in real time, there were quite a lot of un-enjoyable things about it. I've switched gears to working on it instead of the project i was working on. So updates will be forthcoming.
Recent community posts
Thanks for the review! i'm glad it got you so intrigued. I've gotten a lot of feedback from people about the controls.
I'm thinking of adding
- a down dash meant to cancel your horizontal momentum on a dime if you wiff something.
- the ability to keep whatever H speed you have when using jump 2.
- And (possibly) making the wall slide into a wall stick, but this one i'm not sure of, I kinda like the flow of taking a break on a roof and then having a bit of a frantic fest climbing the next wall.
This is game that takes the concept to the extreme.
one sound for winning
one sound for losing
one sound for progress
one color for safe
one color for danger
one color for progress
one color for winning
one button to press
one color on the screen at a time.
I think it's flawless in it's execution
Yep, I didn't realize it either, I put in probably 16 hours so far just hitting the community hard, and it's got me...40 ratings. certainly enough to get a relatively accurate average, but still, a little underwhelming.
About half way through building the wall I realized i needed something to spice up the game-play a little, so i whipped out a tile-map that pushes you away from it to take away some of the freedom of movement they have, give them some things to avoid, etc...
problem was that it was janky as all get out! if you entered it from above or below it would flip you out. so I just ended up making sure the player could never enter them from above or below instead of fixing it. XD
I agree, I feel like my game has gotten plenty of ratings to get a semi accurate average, so it's time to stop sniping every single rate swap post and let others take the spotlight. that sucks that not everyone rated though.
Not being able to control your fall beyond the dashes and jumps you have was a design decision, but I can see why it's frustrating some people, another poster suggested i give the player the ability to cancel horizontal momentum, then at least you are only falling down. Thanks for even playing at all!
Thanks for playing! the window size has been a common complaint, not one of my better decisions. a properly paced intro would have been much better too, something to really help the player get how the controls work. I think if you spent a little more time on it you might find the controls are less awkward and more just really really obscure, but fun when you figure them out. (i say this confidently only because that has been the consensus of many of the posts) Thanks again for playing in the first place!
Yeah, my mantra in order to get it as high as i wanted was to not go back and redo areas, so i ended up having only a very small tutorial i wish i had made it longer so people could get a real feel for the controls before shoving the hard stuff in there face.
The only reasons to get lots of ratings are 1) to pull your games average rating closer to it's 'true' rating, which is how good it actually objectively is. 2) to get plenty of feedback from fans about how to improve.
if you only get 10 ratings, then some derp who is just trolling and gives you all 1's will instantly pull you out of the top 100 that Mark Brown is going to pick from. so to compensate for stuff like that you get as many rating as you can to help your average stay close to what the general public actually thinks.
so do a cost / benefit analysis:
do you really want lots of feedback?
do you think your games 'true' rating is in the top 100?
if you make into the top 100? do you think Mark brown might feature it?
do you even care if this happens?
and finally, how much time are you willing to put in promoting to make that happen?
I've been playing others games and leaving comments with my games link at the end for a while, and i hit every single rate trade thread, and also respond to threads that are just fun, this has gotten me up to 30 ratings, which is probably close to my 'true' rating, and I really think that it could be in the top 100, so to me it's worth it to spend the time on the off chance that mark brown features it and gets my name out there.
These are the games I have found so far that I am willing to give triple 5 stars
A game about hacking (sort of) - https://riggermortis.itch.io/tendieheist
A ridiculously polished puzzle board game - https://itch.io/jam/gmtk-2019/rate/463168
and possibly the best one bullet game here - https://itch.io/jam/gmtk-2019/rate/460526
...I've been playing alot...
And here is mine! A platformer with precise mechanics where you are climbing one massive and complicated wall.
oh ok, I completely agree, i did not give the player enough to go on, so by the time they get up to a more difficult spot, they still don't get the controls. it's a little silly to expect the player to just stop everything and take time to practice and figure out how your mechanics work.
You can sort by the amount of rating here.
I don't think the ones with 'the most' ratings will be in the top 100, i think it will be the ones with the highest average star counts, that would make more sense to me than what is popular. so we should try to get everyone at least 10 i think.