Hmm, to be honest, I think it's a bit slow. Maybe you could speed up the movement speed? Also, I got stuck a couple of times where I couldn't move left or right (while there was room), this happened because somehow I was toggling through the bottoms up top (although I didn't press anything). The graphics are nice, but the gameplay feels a little glitchy. Sorry if it's a bit harsh, I hope you do appreciate my being honest and that you'll use it to make a really wonderful game which I can try out next time :)
This might be a really nice tool, but I'm having a hard time to use it due to the size of the game. Even when scrolling out, the game is so big the edges are outside of the Kong-game window, which makes it hard to take everything in. Furthermore, after launching on firework, the screen stays at the same location the firework exploaded, leaving me with nothing but a blank image of the Statue of Liberty's base, which becomes pretty boring after 10 minutes. Let me know when you fix it so I can take another look and hopefully have a better, more useful reply than this.
Not bad. Was a bit of a guess what I had to use for jump, tried space, W and up-arrow first before I discovered I had to use the mouse. The gravity on non-complete jumps seems a bit odd. But otherwise very solid runner. I do ask, if you're going to use Mario-theme, try to incorporate more Mario. Maybe a Goomba which you need to avoid, or pipes and the like as obstacles. Also, perhaps you could use the familliar Mario dying style when falling off or implement extra lives on 100 coins. Also try to variate more with the distance between rocks, I've been running for a while, but even when running into two blocks coming to a complete stop I was able to gap the gap easily. Keep it up though, you're doing great!
Definitely an improvement, some key things I've noticed: after the, very useful, intro page, I had to press 'skip' which kinda indicates there was more to tell. Maybe replace this with 'play' or 'continue'. Furthermore I've noticed the ball keeps its momentum when going through levels, is this intentional, if so, it seems a bit weird seeing levels are made separately. Last, but not least, perhaps you can add space to switch state as well, and set 'r' to restart the level. Just in case people want to choose :)
Interesting... not much fun though. I also agree that moving it the way I want is a bit hard. Especially with other objects sometimes blocking my view. Moreover I'd suggest levels with a better learning curve. But the 3D modelling and particles are really nicely executed. Coding seems very solid. Keep at it!
The 3D graphics are great. Beautiful lighting and rain. This is definitely a great basis. The controls are also nice, although I do suggets lowering the upward speed (to preserve reachable height, lower gravitational pull). Furthermore, I'd love to see the menu feel and look more like the game. Right now it's, to put it bluntly, a cheap-graphics menu while the levels are high quality. But damn, that's a great start!
Thanks, I tried to keep the menu system light weight to allow for nicer assets in other places (though we trimmed it down pretty small). We are discussing adding a more graphically pleasing menu based on the success of the game. Thanks for the comment. As to the controls we are going to pretty much rework the system, again if this is popular for future platformers.
Fun game, very addictive and lovely graphics. Great shape coding on the slime. Sometimes however, the controls feel... gooy. Especially when trying to jump up when you're next to a wall. Maybe you could improve this a little? Also, maybe it's just me, but I'm sucker for storylines, even really small ones. Maybe you could have some background to this living blob?
I really like this idea and the challanges it creates. Just try to make the balls and effects more clear when starting, either through tutorial or by adding levels which explains them (start with 2 types for example). Maybe another way to see which kind of ball you control other than color? Great game, love to see a more evolved version.
Near Miss: To achieve a near miss you need to be either just above or just below the center of the rocket. Being in front and 'shooting up' is not counted as a near miss. (Basically you need to achieve a Matrix bullet-evasion-scene style miss.)
Same-style layout: Try to keep the graphics the same, don't variate in element design every level, makes it hard to focus on the actual game. Also, try make a clear difference between background (faded) and actual interaction objects. I jumped on a platform only to notice it wasn't a platform (space tower level 3?). Same speed setting when walking left and right: there's a difference now which makes level 6 kinda annoying.
Have a minimum height (or check on left right key press) considering the wall hanging: right now there isnt which makes jumping through small openings (Level 6) really difficult.
Again, this is a promising beta, but there is still some work left to make it appeal to the big crowd. One last note to end with, but have you thought of the 'original idea'? What makes this platformer different from, say, Fancypants or Mario (can also be storywise).
I would describe this as a very promising beta. Here are some pointers;
air control: its hard to properly control your unit while in air, while this gives some realistic hint, for gameplay issues it can be highly annoying to properly manouver around spikes. Try to get this on a solid speed.
Jump: every now and then it feels like me pressing up wasn't registered. Could you look into this?
WSAD, you know what I mean.
Actual object interaction: Right now I go through spikes and outside of the screen, I'd love to see me actually dying on spikes.
I like the idea, but the game design is a bit mundane. Try to boost the graphics a bit more and get more of a interaction feel. Right now it feels random text popping up which is, although some levels clearly are, unrelated to the game. Maybe you could drop some hints as to why you are heading to those pixelated doors. Also, that background is just weird. The gameplay is nice, but it gets boring quite fast.
@gabriel 96. Assuming you already have the equipment bought. Beasts can be fused as long as they're from the same family (Hortasprout + Hortasprout, squirteel + squirteel etc.
I love the idea of a game focussing on whether one needs every possible skill imaginable. However the game is a bit hard to play atm. Try to have some start up tutorial or something (really short) which explains the possible skill (just text is fine). This way you know which key does what. Secondly, it's a bit annoying that you die on every side of a green object. The first up and down blocks would make more sense if you die when being squashed instead of touch its side (also some kind of shadow to know where it lands would be nice). But the most crucial thing is moving while jumping. I understand the idea behind it, but it makes jumping very hard to do, especially when going up to reach a new floor its very hard to move sideways without charging. Maybe you could have it set more like walking on ground?
Keep up the good work, loving the idea but its just not the best gameplay atm.
Thanks, I tried to keep the menu system light weight to allow for nicer assets in other places (though we trimmed it down pretty small). We are discussing adding a more graphically pleasing menu based on the success of the game. Thanks for the comment. As to the controls we are going to pretty much rework the system, again if this is popular for future platformers.