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I've played your game for a total of like 20 minutes; I don't mind trying it again.
R is for Reload I don't know why people keep talking about it being reset lol (seriously though, are you sure you want it right next to the action button?)
I remember seeing your game when you first started working on it (and earlier, when you were making some kind of a Paper Mario clone). It was really neat to see just how far you've come with this. Despite the bugs and what I found to be clunky interface I think this has a lot of promise. I hope to see it more polished up someday soon.
Happy to help!
For me on an Xbox 360 controller, I find resting my index fingers on the bumpers constantly is a tad uncomfortable since it's a bit of an extra stretch compared to the triggers. I've heard on PS controllers that it's more comfortable. Also someone told me that they sometimes use their middle fingers on the triggers with their index fingers on the bumpers, which I find to be more comfortable but I've never played a game like that (I always use only my index fingers) so it seems foreign to me (though interesting). I don't know if any of this applies to you, or maybe your tendons just stretch further than mine or something. :)
I think for me the bigger issues with the control layout were: 1) using triggers/bumpers for melee attacks rather than face buttons seems a bit odd, just because in my experience it's much more common to find melee attacks mapped to face buttons so that's what I've become accustomed to over the years, and 2) having to take my fingers off the movement controls (triggers) to access the attack controls (bumpers) is a real issue, although if you were someone with that 4 finger grip I mentioned above that may not be an issue. Still, I am sure there are many who like me only use their index fingers.
Rebindable controls is definitely a must. :) But even with them I always like to encourage devs to choose their defaults carefully since that's going to be most people's first experience with the game and especially for a game such as this with complex and unconventional controls since many players may not know what will work for them from the beginning.
Sorry for never getting around to playtesting your game. I thought I'd give it a shot but it seems based on your description that this upload wouldn't really represent the game well. If you like you could upload another one or send a build to me and I'd be happy to do a playtest for you.
Hey man, that does make sense. Maybe in the final game you could ramp it up more gradually though? You might lose a lot of players if they get hung up within the first 10 levels before they can get hooked. Just my opinion. Keep up the good work!
I'm glad it was useful! I'll try the game with the controller input and see how that goes.
- That crash showed "not responding" when I hit the button while in full-screen but not when the game was windowed, for some reason.
- "the inertia is necessary to make it impossible to climb walls" - technically not true! The typical way to do this is to make it so that the player has no air control for a brief period of time after wall-jumping (the game just moves them away from the wall), and then giving it back to the player after. In some games like Megaman X the time is brief and that lets you climb up walls. Other games tweak the timing so you can't climb. But the air control and inertia is independent of this, so you can tweak that however you like with this method.
- I checked out the playthrough "prettysober" did on Twitch that you linked. Honestly it did not inspire much confidence. :P He didn't get stuck on one level for 20 minutes like I did but he still struggled a lot, even with the earliest stages. Don't get me wrong, there's absolutely nothing wrong with making a hard game (hopefully it's hard in the good ways). But I would urge you to consider not using levels like these as your "tutorial." A tutorial should focus on explaining the mechanics, not testing your abilities (or your patience)-- that can come later!
- I'd suggest adding an explanation as part of your tutorial that sometimes the order in which you should kill enemies is not always what you might think at first. Sometimes level design can suggest things which the player make take at face-value rather than thinking of different approaches, unless you point out that thinking that way is a part of the game.
Here's another vid I made for you. Some problems here but it plays MUCH better with the gamepad!