Thanks for the feedback, I am working on the performance issues :)
Tail Clap Games
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Thats funny! Great look, man I wish I could draw like that.
Sound is alright, and the physics seem good.
I am unsure what the point of dropping the dragon is, as it splashes my coins all over the place. I can just as easily throw the soldiers in the air.. Also the game is way easier the less coins you have :D
Great job anyways! Really an enjoyable game :)
Perfectly fine golf game, though the ball looks more like a football. But your controls are reversed compared to most commonly seen golf web-game controls where the player pulls down to shoot up. But it looks fine, plays well, sounds a little choppy (might be an Itch issue).
Maybe consider allowing the player to shoot when the ball is rolling slowly, compared to now requiring it to lay perfectly still.
I start out coding the base mechanics, then I sketch up a simple level that follows these mechanics. With that level I start testing ideas, all the what if’s, and how can I’s.
Sometimes levels just appear as a full formes idea, and sometimes they are forced into existence. But a puzzle to me is a gameplay mechanic + skill (understanding).
To make a good puzzle you must understand how the entire set of mechanics play together, to identify and use all the funny quirks to your advandtage. Make something and then make levels bades on how it breaks.
Do keep in mind that not all “breaks” are good, but some will lead you to wonder how a level could be bades on Discovery and mastery of the mechanic and its breaking quirk.
hope that was useful, do let me know if anything is unclear :)
hi, i’m really glad you enjoyed the game! :)
To help you on your way with level design, I will attempt to describe my process without giving too much away ;)
As you will have seen while playing, the first lavel is all about introducing the basic game mechanics in a way that is informative, and (somewhat) mandatory. I always try to show the player exactly what I want them to do, while helping them to do it.
I also try to keep the goal clear for the player, and I try to show them where to go. In A Knight and his Ghost, the player is dropped into each level, indicating that the drop is the goal!
That was the first level, for the second level I try to introduce the advance gameplay mechanics like how death is part of the game, and not a gameover. I try to keep the goal just out of reach and let the player die, highlighting the heart, and showing that the heart is the new temporary goal.
when designing te rest of the levels i always set myself a challenge ie. “How small can i possible make a level”, or “can i make a level in two parts”, or something akin to that, to inspire me and keep me designing something new every time.
When I have a set of levels I always try to rearrange their order, to make the difficulty progression as smooth as possible in my own opionion. A good way to test you levels is to try and break them. Also try to have someone else play your levels, and improve on the points that they struggle with. Dont look for compliments, look for critique.
hope this helps you design fun and creative levels! Good luck and feel free to message me if you need anything ;)
Really nice game, looks quite cool. I was unsure of my ability to attack as nothing on screen indicated that I was carrying a weapon, also I found that when attacking enemies they give no indication of taking damage (unless they die from one hit), this lead me to believe that the first red guy I met was an NPC, but that killed me....
I really liked the climbing mechanic that was awesome. I think you should look into working with shadows and other rendering effects to add more visual appeal to the game, the graphics are good, but lighting always adds to an experience.
Good game in total, with a bit of work, this could be really great. Think about how you inform the player of gameplay mechanics either through the environment or through visual indicators :)