I saw your same post on Steam - responded there
Recent community posts
I hear you on these items and am already thinking about solutions - since I've heard them before!
- Slow pace of climbing
- Mark already collected crystals and scans
- Faster stamina recharge
But regarding letting go, I will keep it as is - you'll probably get used to it over the length of the game :P
And grappling is only in the last level (and maybe a crystal level too).
I couldn't really fit it into the story without making traversal too easy, but demand was high so I had to have it lol.
I will likely release some custom maps later as well as DLC with more grappling.
Also planning a free level editor (but not on release), so you'll get more grappling and late-game mechanics to play with :)
Thanks for taking the time to leave feedback!
Thanks for playing! Enjoyed your video as usual.
This is a completely different mechanic from Hatch - I used Due to test it, and This game to test it further. There is also a new climbing mechanic I made that allows you do go around corners FYI. It's also more forgiving if you miss-press the jump button. You can test it out in the Beta Sandbox if you're curious :)
And for anybody else seeing this, Vo0do0leW is a wonderful Youtuber - you should definitely check out his channel!
Hmmm. what do you mean by manual control of climbing axes?
Also have you tried the mechanic-testing sandbox? I've made MANY improvements to the climbing mechanic there that haven't been incorporated into the jam game.
In the sandbox you can climb around corners, the ledge climbing and wall clinging are much more predictable, as well as a larger variety in jumping puzzles to test the mechanic in.
Glad you enjoyed it!
I get that feedback a lot about the final area. I did want the player to be punished a little ...
But I went overboard. My future games will definitely not have large mazes.
Thanks for the feedback :)
Thanks for the feedback!
Do you have a twitter account? I can send you a personal discord link if you DM me. I have no idea why these public ones don't work!
re: the climbing. It would be good to discuss on discord in detail.
One note is that when you're on a wall and jump off, the jump force is applied in the direction you're looking at. So the angle you're looking at matters.
As for the cornering (switching faces?) That is something I need to work on. Highlighting specific examples or areas in the sandbox will help! :)
I work like a machine since there isn't much else to do during this pandemic. I feel like I've watched everything on Netflix... :(
Odd that the Discord link doesn't work... Can you DM me on twitter? I can send you a personal link.
1) interesting. I'll have to try and replicate this
2) Yeah this one is the worst, I have a plan on how to fix it, just gotta try it. It does happen at the edge of wall faces. I think on all 4 edges.
3) I'd need more specific instructions on how to replicate - or a video perhaps. Let's try and get you set up on Discord!
And on how the game will eventually be, I plan on making it slower and more methodical, with optional portions that are very difficult to get to, or even secrets that are little sandbox levels like this one. This current layout is so that I can test as many gameplay elements as possible in a densely packed area. So no NPCs, story, or pacing at all.
Right now, my vision is something like Darksouls mood and pace, with a Mario 64 gameplay loop (not necessarily the jumpiness). But let's see how it pans out...
Glad to hear!
Stay tuned for Kill The KOTH dev log updates; I am planning to make it a commercial game after some polish.
I also plan on making a sandbox mode people to play around with new mechanics / ideas I have until the commercial version has a solid development / marketing plan.