Issues/Bugs: 

  • I couldn't determine the best offset for my Camera that would work with my aesthetic  so unfortunately the player can barely sees what's underneath when on top of a platform.
  • There are no checkpoints, so if your player dies you will go back to the beginning of the level

Questions:

  • Do I need the constant camera follow? 
    • Would it have just been better if I just left the camera "stationary" to only follow horizontally movements and not vertical?

Comments

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This was really fun there was a sense of exploration that I wasn't expecting. The camera was an issue as you said there were times I wasn't sure what was below me. I'd have to try it and compare before I could say if locking the camera horizontally is for sure better but it seems like it would allow the player to have a better sense of his or her surroundings which I think would be good but I also wonder if it would hurt that feeling of exploration I got from the verticality of the levels and not knowing what I would find if I went high or low.

Also great level design. I liked your use of the bounce pads and the spinning maze (for lack of a better word) was really cool.

I really enjoyed the aesthetic and the overall look of your game. I do think it would have been better to have the camera more stationary as with all the movement of the player, the constant movement of the camera hurt my eyes a little. One area that I think needs a little improvement is the jump feature, as it’s a little delayed or sometimes doesn’t register. Apart from that the execution of the rest of the game is really good.

I really like the level design. I won't spoil it but I found the orb at the beginning of the game.

Places you could work on it more: 

- Play with the movement of the character a little more, I think their movement feels just a little too slow, especially the fall and jump. Generally with platformers I find a good idea is to have a high jump force and a high gravity. It feels very responsive/snappy that way - the player rises fast and falls fast.

- The camera, like you mention in your description. I think the main issue is with the smoothing on the camera. I think you probably want to turn the smoothTime down, by maybe half. That way the camera tracks the player more quickly. Another option is to only use smoothing on the X-axis. Just increasing the camera size is another solution.

Really good though! Could maybe use some kind of enemy flying around, or another type of platform to compliment the bouncy ones, just for variety