The new camera helped a lot, it even seemed to me that it compensated a little in the optimization (I don't say with certainty since again I say that my computer is a potato).
I had a better experience of the gameplay now. As I had thought, it is good, it has those common things in a game in unity, that is, it easily stumbles on the edges, but it still does not get in the way, it just takes getting used to.
The character has a paper weight, which is great, with limited field of view this was the right choice, giving you the precision needed to pass accurate platforms.
Test the game even more this time, so I discovered some bugs.
I only found one critic, and that was the thorns. From the way the script was set up, there seems to be no delay in the damage of the spikes, so it is possible to take up to three damages before respawning when touching between two spikes. It gets to be more rash to play without precepts on the thorns at level 6.
Once again in the thorns it is possible to pass the phase and take damage, this being easier to happen at level 2 (Actually it almost never happens).
There is another bug, nothing relevant this time, due to the lack of delay in the air dash it is possible to just escape the map, becoming immortal and needing a soft reset to return.
These bugs aside, it was pretty fun to revisit, it was a great job put into practice here, hope to see more of your work someday.
That's awesome. The camera moves MUCH faster not so I guess it doesn't feel as slow even on low FPS.
Yeah, the goal was to strike a balance between a fast pace and giving enough time to go through the levels. The light helps to focus on what is important at the moment.
Hmm, so you're saying to take 3 damage as in have some sort of a threshold time the user is in touch with the thorns before he dies? That could be a way but it can add needless complexity to the mechanics (making players hard to understand 2 kinds of health bars). One thing that can be done is to reduce the collider area, thus the player can come closer to the spikes before taking damage.
Well, level 6 is the point where difficulty spikes, you have to make use of dashes cleverly from that point on instead of jumps!
"Once again in the thorns it is possible to pass the phase and take damage, this being easier to happen at level 2 (Actually it almost never happens)." - I didn't understand this. Is it possible to phase through the thorns or something?
For the second bug ( becoming immortal ), I'll have a look. I did increase the boundaries quite a bit, but that can be fixed.
Thanks again!! I mostly specialize in AR games, but still looking forward to making even more awesome games in the future since retro games are FUN!! :D
I meant that there is a number of frames in which the thorn registers damage and another when it positions you back in spawn.
In the meantime it is possible to register more than one damage, being possible to lose up to three hearts at times.
It's as if the collision was still registering damage even after losing a life, making it possible to lose a large amount unnecessarily.
And in this it is also possible to pass a level, so it is possible to pass even taking damage from the thorns.
Perhaps disabling collision temporarily while not yet positioned, or just setting a variable where the player is immune to new registrations should resolve.
At level 6 it is easier to do this, when jumping between two thorns next to each other, more than one life is removed. I believe this is happening because of the lack of this delay.
Hmm, that's a really weird bug. I did my testing on a Macbook Pro and didn't encounter this issue once.
When you touch a spike it should immediately send you back to the last touched light.
I guess low fps is slowing down the mechanics even slower since you shouldn't lose more than 1 life at all.
Thanks for reporting it tho! A gameplay video of this bug would be helpful but anyways I'll have a deeper look into this bug since this could break the gameplay.
Great Game! I really like the presentation. The Tutorial is well done and the transition between scenes is satisfying. Its interesting how you can switch between two different paths/modes that have distinct tones.
My only issue is the camera when platforming. The camera should fall faster than the player so you can see where you will land.
- The camera movements have been made faster and the position updated so you can see more of what is below!
- All 10 levels have been playtested and fixed for any hard platforming bugs.
- Added more lives and now the player starts at the last reached Light after dying :D
Hope you reach the ending (depending on your choices), at the end of Level 10!
← Return to game
Comments
Log in with itch.io to leave a comment.
Hello, I loved playing the game update.
The new camera helped a lot, it even seemed to me that it compensated a little in the optimization (I don't say with certainty since again I say that my computer is a potato).
I had a better experience of the gameplay now. As I had thought, it is good, it has those common things in a game in unity, that is, it easily stumbles on the edges, but it still does not get in the way, it just takes getting used to.
The character has a paper weight, which is great, with limited field of view this was the right choice, giving you the precision needed to pass accurate platforms.
Test the game even more this time, so I discovered some bugs.
I only found one critic, and that was the thorns. From the way the script was set up, there seems to be no delay in the damage of the spikes, so it is possible to take up to three damages before respawning when touching between two spikes. It gets to be more rash to play without precepts on the thorns at level 6.
Once again in the thorns it is possible to pass the phase and take damage, this being easier to happen at level 2 (Actually it almost never happens).
There is another bug, nothing relevant this time, due to the lack of delay in the air dash it is possible to just escape the map, becoming immortal and needing a soft reset to return.
These bugs aside, it was pretty fun to revisit, it was a great job put into practice here, hope to see more of your work someday.
Thanks for replaying!
That's awesome. The camera moves MUCH faster not so I guess it doesn't feel as slow even on low FPS.
Yeah, the goal was to strike a balance between a fast pace and giving enough time to go through the levels. The light helps to focus on what is important at the moment.
Hmm, so you're saying to take 3 damage as in have some sort of a threshold time the user is in touch with the thorns before he dies? That could be a way but it can add needless complexity to the mechanics (making players hard to understand 2 kinds of health bars). One thing that can be done is to reduce the collider area, thus the player can come closer to the spikes before taking damage.
Well, level 6 is the point where difficulty spikes, you have to make use of dashes cleverly from that point on instead of jumps!
"Once again in the thorns it is possible to pass the phase and take damage, this being easier to happen at level 2 (Actually it almost never happens)." - I didn't understand this. Is it possible to phase through the thorns or something?
For the second bug ( becoming immortal ), I'll have a look. I did increase the boundaries quite a bit, but that can be fixed.
Thanks again!! I mostly specialize in AR games, but still looking forward to making even more awesome games in the future since retro games are FUN!! :D
Sorry, I think my explanation was confusing.
I meant that there is a number of frames in which the thorn registers damage and another when it positions you back in spawn.
In the meantime it is possible to register more than one damage, being possible to lose up to three hearts at times.
It's as if the collision was still registering damage even after losing a life, making it possible to lose a large amount unnecessarily.
And in this it is also possible to pass a level, so it is possible to pass even taking damage from the thorns.
Perhaps disabling collision temporarily while not yet positioned, or just setting a variable where the player is immune to new registrations should resolve.
At level 6 it is easier to do this, when jumping between two thorns next to each other, more than one life is removed. I believe this is happening because of the lack of this delay.
Hmm, that's a really weird bug. I did my testing on a Macbook Pro and didn't encounter this issue once.
When you touch a spike it should immediately send you back to the last touched light.
I guess low fps is slowing down the mechanics even slower since you shouldn't lose more than 1 life at all.
Thanks for reporting it tho! A gameplay video of this bug would be helpful but anyways I'll have a deeper look into this bug since this could break the gameplay.
Oops, sorry about the fps in the video, OBS kinda wrecked my PC. But here's a slideshow showing the bug.
Hmm, that's weird. I'll have a look into this. Thanks for the video.
Great Game! I really like the presentation. The Tutorial is well done and the transition between scenes is satisfying. Its interesting how you can switch between two different paths/modes that have distinct tones.
My only issue is the camera when platforming. The camera should fall faster than the player so you can see where you will land.
Making them smooth was a major point we had since it closely relates to the theme and the story. We wanted to convey what each mode means :D
That's a good point. I'll fix the camera speed in the later builds. Thanks!
UPDATE: Fixed the issues in the new builds:
Hope you reach the ending (depending on your choices), at the end of Level 10!
할만함
Glad you liked it! (마음에 드셨다니 다행입니다!)
ㅋㅋㅋ 재밌게 플레이 해주셔서 감사합니다!
Love the switching themes idea and the physics feels great!
Thanks!! The gameplay and physics will switch at each level depending on the theme you've chosen :)
Really love this game art.
Glad you liked it!!
HINT: Press the -UP Arrow- at a Light to change to the other theme once per level!