Metroidvania Month 5
Deadline: September 15th
Current Progress:
Player Mechanics: Rough Alpha...
Deadline: September 15th
Current Progress:
Player Mechanics: Rough Alpha...
Feedback on the alpha builds I put up would be very, very appreciated.
I played around in the movement playground and it was pretty cool! I'm not really a game dev (or a huge gamer), so I'm not sure how valuable my feedback is, but I noticed that the standard jump seems to kill some of your momentum when you land? It felt a little weird moving around since I'm the kind of person who spams the jump button when I'm walking somewhere. Hope that helps!
Gonna be keeping an eye on this! I had a lot of fun reading your older dev-posts back when you had a thread about them (which I'm sure you'll hate me for reminding you about), and while I'm currenting speedrunning my thesis this week, as you do, I might as well distract myself with something fun~
I haven't touched Unity much since back then, although I did make a game for a class project once that me and one group-mate then ruthlessly recycled for a second class project, which worked very well. Not as a game tho, playing it was pretty awful lol
Maybe I'll get back into it once I graduate or something![]()
Are you properly including "conspicuously visible treasure that is impossible to reach for a new player in the very earliest parts of the game that you have to backtrack to get once you find the correct power-up" places?![]()
One of my perennials issues with trying to do things in Unity (and games in general) is that I get started on a concept, run into a half-dozen interesting "if I build the game I need to solve this issue" concerns that obviously have implications for every stage of the design (eg. I had thoughts for a grid-based turn-based system with height and wall-scaling which... yeah. I actually also wanted to add moving terrain lol). I then spend a lot of time hashing out the logically necessary issues and specifications, discover more issues as I do this, start trailing off and eventually get distracted.
And yet I don't think you can actually convince me that my process is inherently wrong (except for the "trails off and gets distracted" part), because there are few things as obnoxious and infuriating as having to restructure your entire code architecture because it has to account for some fucking edge-case that goes to the very heart of your design![]()
We call it Parkinson's Law.EDIT: there's actually some research that suggests that your time to accomplish a task fills out to take up the time you have,
I'll playtest sometime after noon on Saturday if there's a build up![]()
notice I'm standing on what looks like a great featureless white void that I later realize is the big arena-ish place.
I start trying to turn the camera and realize it will only switch a little when I move the mouse, and won't actually look in the opposite direction (for some reason?)
Running around, I'm vaguely annoyed at the footstep sounds, especially the overlap
I jump too high, somehow managing to catapult myself up past the boundaries and intoSPESSthe sky, upon which the game stutters, freezes and dies.![]()
Second time went better - the camera worked but the sensitivity was garbage. Footstep noises were still kinda annoying but alright.
I ran around the level for a while, reaching the big tree-like thing and then falling into a bunch of holes until I reach the place where you can seriously fall into a hole and restart at the door, which I of course proceeded to do 4 times totally on purpose. I made my way back up to the tree, found my way over to the ladder that you can drop down into the big starting area, and prompting fell off the ledge without activating the ladder, futilely attempted to jump back up despite knowing it would be impossible, and closed the game.
Probably took me 3-4 minutes.
I like the irregular geometry. With some different textures and some props it feels like it could look super nice. The controls are somewhat funky, but not terrible. There were a few moments of stuttering, but I can't pinpoint what they might be related to.
Nah the level was all there, it was just since there wasn't all that much stuff there, it took a few moments for me to orient myself. It's not so much an issue as just me reporting on the confusion of the first run of the build.
I think the camera issue stuff is quite possibly a sensitivity issue. It felt extremely low to me - possibly because I have mouse sensitivity set at fairly low settings for default use, but I basically had to push it all the way into the corners of my screen to get even just 90 degrees turns IIRC. Whether or not there were unrelated issues with the first run is hard to say - it crashed fairly early while I was still experimenting with the controls so!
I think loudness of the footsteps ultimately can't be judged right now - since there's no other sound I perceived them as very loud - but what I noticed was that if I was moving in a way that made the feet impact too often or something, it felt like the footsteps played too often, to the point they overlapped weirdly and you got this "taptaptaptap" noise. I think you should grab some kind of soothing area music and put in first though, because it might just be because it was literally the only sound-response I had.
And yes, I was trying to wall-jump, so it's almost certainly something to do with that.
The controls... I think this might tie into the camera sensitivity more than anything else, but I had issues with the "precision" jumps over the big hole. On a similar note, you sometimes get slightly stuck on doors if you don't jump through them, and when I climbed a ladder the second time I had to jump off at the top - not sure if that's just how it is right now or if it was a bug.