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Vapor Trails

Heartfelt game about revenge (on Steam!) · By sevencrane

Critique of the current state of the game

A topic by awrennnamedren created Mar 23, 2022 Views: 218 Replies: 4
Viewing posts 1 to 4
(2 edits) (+1)

So I have been playing this game on and off since the first web release. Here is my current feedback to the game in its current state. sorry if any of this is against your game design. This is also very in the nitty gritty. I wont though be discussing in depth about bugs, visual issues, and things like that. this is more just from the game play, although those often have a negative effect.   

- Movement

Things I dislike:

In this category,  the main criticisms I have are the way inputs are registered on the keyboard compared to the controller. From glitches with upwards momentum (platform multi jump to get high upwards velocity), double jumps with double binds and presses on the same frame, dashes Inputting in the wrong direction and more. There's a lot of confusion about the character's evolution in the game with accordance to movement. In Dead cells, your character cant even wall slide until they get wall jump/wall climb. but by letting the character slide on the wall, it leads to this feeling of incomplete or poor overall game design. there is also issues with combat affecting movement. The biggest example is  up kicks in air stalling your jumps. I think its a cool part of the game, but when designing your progression blocks you have to keep advanced movement in mind if you want to have a hard stop or soft stop, and designing with that in such. 

There is also this issue with the game feeling clunky in the beginning and middle of the game. the Individual ideas of movement mechanics all work together in the end, but piece by piece slowly adding them in it feels clunky and poorly thought out in the current way it's designed. The dash seems overpowered compared to the rest of the kit in the beginning of the game. But, in the end of the game, with all the other op movement it's perfectly fine. If anything, the camera feels not responsive enough as you don't really have enough time to react when you move the speeds top runners of this game can. 

There are also issues with the progression of movement  in the game. In the beginning it is very horizontal heavy movement with there only being a single dash mid air and a dash on the ground, and the only vertical movement is a single jump and a downwards kick that launches you downwards.  It's difficult to climb with such little vertical movement, and most of the early game is horizontal climbing. It feels tedious to do it fast, not fun and responsive.

finally in this section (besides the countless bugs movement bugs) the turn around. this needs to be shortened a bit and feel more responsive. its just barely not perfect. ground dashes are often used to chain into an air dash giving lots of speed, and you are able to chain these. you used to be able to combine this with a ground slide from a jump down kick to gain tons of momentum. Even now you can reach insane speeds with just dashes and jumps. but having to turn around on the ground makes it really frustrating, as if you time it poorly or don't jump you end up dashing in the wrong direction occasionally.

Things I adore: 

Genuinely, while there are flaws, I love the freedom of the endgame movement system. you can go anywhere in seconds. literally anywhere. out of bounds, on top of the map, you name it you can get there. Currently, and I would love for more and more additions to this. I think that the small unintentional bugs like platform boosting is fun and leads to tons of fun skips. If anything, there could be more places to do that to add to the interest of speed running in the game. 

- Level Design

I think that hidden areas could have a slight texture on the edge or something showing as a different layer. It's difficult to sometimes see the secret when I'm looking for them. They shouldn't be instantly noticeable, but i shouldn't feel the need to spend hours hunting them down. 

Platforming. the platforms all feel different from each other. In Mario for example, lots of the jumps are of consistent height for floating platforms. It also always feels crowded in the beginning as you have to compensate for the lower vertical movement so you can't add space while also adding height to your levels. Basically, I don't know how high each jump will be, and it only adds to the off feeling to the game occasionally.

- story

Its a work in progress not much else after that

tl;dr

the movement system needs to be touched up, level design doesn't feel coherent with movement. both are fine for casual players, but as this game is built for speed, it ends up with a disconnect between ideas and execution. the character feels less like an extension of you and more like an extension of the game, and the level design doesn't help. 

instead of adding more content, touch it all up please. also lack of story so far is fine (its beta lmao), but don't leave it as it is. it kinda feels like swiss cheese, but you probably guessed that. 

Developer

Hey, thanks for the detailed writeup. You might have a point w.r.t. the upwards kick, it might be worth seeing what it's like with the stalling properties removed. I also am about to fix the wallsliding so it doesn't switch to the dedicated animation unless the wall jump ability is unlocked.

Could you clarify about the backwards dash and the double jumps? You mentioned it a couple times and all I know is that there's sometimes an issue with stick snapback in controllers, but if you're actually dashing backwards when you don't intend to I'll look into that.

The horizontal climbing early-game is also something I've noticed. I think one of the problems in addition to the lack of vertical mobilty options, is the fact that the player has to move backwards a bit to avoid overshooting platforms since I tend to make the gaps shorter than they need to be. That's a relatively easy polish fix. I also might go in and add more jump pistons and bounce blocks, or some other way to get easy verticality.

Also what did you mean by the platforms being different from each other? I know analog jumping makes some jumps feel shorter if you let go of the jump button, but if it feels wrong I can tweak the thresholds.

Again, thanks for the detailed comments, things like these are very helpful.

(+1)

Ok so working down the list of questions. 

- double jump seemed to get fix with some patch recently idk which one, I haven't played on the web version in a while and I'm pretty sure it has to do with multiple jump inputs registering on the same frame on chrome so you would just fly super high up by just mapping jump to 2 different buttons and press them on the same frame. much much easier on lower frame rates. 

- after experimenting for a while, I realized what it was when  wasn't dashing in the right direction.  the engine doesn't seem to like it when i input a direction on the same or very close frames to the input of the action. for example, if I input kick and down quickly, usually within the frame buffer window, i wont get a dive kick. the issue I was having with the dash is that I would be going in one direction, and then try to quickly slow myself down or completely turn around with a midair dash or grounded dash. because of the input engine buffer bug (IEBB for now on bc I'm lazy) I would just get a dash in the direction I had before turning around or just starting to heal up because my switching from one direction to another had a gap, and I pressed shift on it. this issues mostly seem to be with keyboard but idk

- the platform thing. just like, a lot of the platforms are either barely out of reach, or extremely easy to reach and often clutter the world because those same jumps wouldn't need 3 platforms and would only need 2 or even 1 platforms sometimes to reach the level I wanted to reach. they aren't literally different, its just their placement and general "vibe" of the intensions of putting them there are different. 

- vertical mobility isn't a issue if one just, momentum boost jumps through all the platforms, but its probably not intended to launch the character as much as it does. I also think that characters might be able to get multiple jumps off a single platform when approaching it from the bottom but I'm not fully sure. if you want i can post a vid of me doing it. 

to summarize the mobility thing, its less the mobility its self and more how the mobility of the character interacts with the game. also make the input registration engine work with inputs registered on the same frame or very close frames if possible. 

Developer

lol I hadn't even thought about same frame inputs because I just assumed it was impossible. I'll make a quick change for that though.

platform jumps i might either take out completely, or keep a single one in because I know exactly how they work and they might be fun for a single easy-to-land speedrunning tech.

however: i will look into the input issue, and after looking back at the code I realized that the forward/backward dash differentiation is in need of some refactoring. and you're also right about the platforms, there are definitely sections where they weren't placed with intent and i'll make another pass on those when I polish things. thanks for the clarification, and also spending time experimenting.

(+1)

no problem! it was only difficult trying to make it run frame by frame and setting up a tasing program for the game to help me test input by input, but now i might try to do some movement shenanigans. i would suggest keeping 2 platform jumps in at most. tbh i find them fun and wonky and allow for some really interesting skips. if there is a decreased number of plats like your saying there will be, then it might be cool to increase the boost you get from doing one to have it be more powerful and have it cap at one boost.