Taking a bit of a gamble on my platforming mechanics

Oct 21, 2024 11:04 PM

mazestalker

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10800

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I want to spend this week making the gameplay "feel" better.
My first step: Making the gameplay "feel" worse.
I decided to introduce momentum into the platforming. The precise controls you had before will be replaced with the flimsy momentum you would know from of a vehicle.
Why would I do that? Well I just looked at a couple of important games, be they Doom or be they Super Mario and momentum is always the meat on the bone. If you give the player no room for making mistakes, the game will require no mastery and as such I believe it will become boring.
I feel since platforming is one of my three slices in my deliciously balanced game cake, this is acceptable and nooen can change my mind!
#gamedev #indiegame #mazestalker #RETROGAMING #isometric #platformer

indiegame

retrogaming

gamedev

mazestalker

isometric

I like momentum based movement, but your logic isn’t totally sound. Look at Celeste

10 months ago | Likes 3 Dislikes 0

That looks great to me. What i might do is darken the player shadow a bit, so the player always has a visual representation of where they are gonna land. Like at the end the shadow seems to get doubled up from a passing cloud, I might have it that dark as a minimum, all the time. Just a thought it looks really ncie.

10 months ago | Likes 3 Dislikes 0

Excellent point!

10 months ago | Likes 2 Dislikes 0

Try to make memes out of your game for this site

10 months ago | Likes 1 Dislikes 0

Thank you, that is such a well meaning piece of advice. I'm sadly stuck with a game that isn't very meme-able and by the time I'm done with my work there's little brainjuice left for funnies. I'll have to swallow the downvotes I guess.

10 months ago | Likes 1 Dislikes 0

I get you, honestly your not getting as much hate as others have on here

10 months ago | Likes 1 Dislikes 0