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A topic by Bucklerparry created 52 days ago Views: 331 Replies: 12
Viewing posts 1 to 6
Developer

A space for stuff that isn't bug reports

the scottish bit made me laugh

how many "burgers" are there? I have 21 and want to know if that's all of them.

Developer

yup

(+1)

i stacked them 

Developer

fire

(1 edit)

I've finally figured out what was bugging me about jumping in this game! When you let go of forward, and start slowing to a stop, if you jump before you completely come to a stop you'll jump with the full walking speed momentum instead of carrying your current momentum. It leads to some moments where you'll comically overshoot a jump and it'll feel like your character just threw themself forwards without your input- in fact, if you're quick you can chain these weird momentum jumps to cover whole screens without actually inputting left or right for most of it. Bouncing on bugs has a similar issue where it carries horizontal momentum weirdly, and makes it very hard to bounce precisely. This makes it so if you so much as tap a horizontal direction to microadjust in midair you lose your ability to bounce without flinging yourself in a horizontal direction, and counterintuitively trying to reduce that by reducing your horizontal momentum will have very little to no affect, or completely oversteer and launch you in the opposite direction you'd expect.

Also completely off topic from the jumping issues (that I only just figured out how to articulate even though they have been an issue for a long time now) being able to squish bats is ADORABLE and i'm really looking forward to seeing more unique interactions with weight! Some platforms collapsing underneath you at peak weight is fantastic, really appealing to me and also makes routing more interesting, and really adds a lot to the game imo! With the reward (not yet implemented i know but still) for bringing back max burgs at once, the feel of the game has shifted a bit from the more standard metroidvania ouevre and taken on a little bit of an optional score attack-y feel, if that makes sense- getting familiar with the environment and grabbing powerups to set up for full burg runs- and I like it. I wonder how the main gameplay loop(s) and the layout of the game would shake out when more stuff gets added to it with that in mind?

Developer

Thank you for the kind words! Every bit of the weird jump is intentional! ever since I was a child i dreamed of a game where I could just keep jumping and I would go the same direction even when I stopped pressing forward.

Developer

though, maybe the bounce stuff could be toned down a bit...

Developer

the idea with it is that the jumps would be very dependant on committing to a chosen setup, that starts falling apart if you try to slight adjust repeatedly. I like the feeling that emerges in some parts of the platforming of having to fight muscle memory to do certain jumps, like trying to stay still to bounce straight up, or doing a slight tap jump to avoid hitting a ceiling and THEN having to hold to bounce up into a door, I think it's kinda cool. Perhaps it could be toned down a bit on bounces, I wonder if I could... there could be something like it starts just a vertical boost, and with repeated bounces the bounce affects your horizontal velocity more and more.

(1 edit) (+1)

I see, if the jumping weirdness is intentional and falls in line with your vision for the game that's fine then- once you know about it it's pretty easy to work with.

The bounce changes feel great by the way! Went into my completed save and bounced around on a bunch of the beetles, and it felt a lot more controllable for the first few bounces. Then tried to do my old (stupid) strat for getting into Locked Room Mystery, which involved bouncing on a beetle over the spikes while setting up a charge bounce to get in, and it was still very difficult and precise since I had to bounce in place for a while to line up the shot. Feels like it's worked perfectly.

(+1)

you're the goat bro, wishing you the best

Developer

thank you!!! ill do my best!!!