Summit: my first Game

I do agree that the dash is a bit inconsistent and I’ve tried to fix it but have been unsuccessful. Yes the jumping and dashing is a bug but I’ve started using it and decided to leave it in. The reason the wall clinging mechanic exists is so that you jump up the walls by either jumping without holding anything and then moving (similar to Celeste’s neutral wall jumps) or by spamming jump and dash because for some reason dashing in the air when you’ve already dashed gives you a full momentum stop. I might increase the sliding speed so that it doesn’t slow you down too much. I will also increase the brightness of the thorns so that they pop more. If I have the time I’ll also try to change a few of the levels to be centered around the a hard jumps and make others longer and easier. I’m glad that you enjoyed the game!

1 Like

Thank you for being so supportive about my development! I think I made a bit of a mistake with the lava blocks and stopped working on them midway. That would explain why the death trigger doesn’t fire. I’ll get to work on that.

1 Like

Unplayable for me as the screen just rapidly jumps up and down like a strobe making it painful to even look at!
This is on the Brave browser.

Very cool pixel art and story , I just think the movement is to fast and doesnt feel right and the font for the dialogue should be pixel art but AMAZING first game, you should feel proud

That’s peculiar. I’ve only tested the game in Chrome. I wonder if the Brave browser changes somethings as far as rendering goes. If so then that would explain the problem. I don’t know why it would break it if that isn’t the case. I’ll look into that.

Edit:
From a quick research session it seems that the Brave browser has problems rendering with open GL in some of the newer updates and my game’s renderer for web is gl_compatibility. Somebody smarter could tell you what that means but I’m pretty sure that has something to do with being compatible with Open Gl renderer which would explain the broken graphics.

1 Like

Thank you so much for your feedback and I agree with the font but I just haven’t gotten around to doing that yet. I’m still working on tweaking the movement to make it feel good.

I’ve finally finished my game! Thank you so much for playtesting and it’s been nice to have the feedback. I’ll probably still give it a few minor updates in the coming weeks but no more content will be added because I’m going to work on other projects.

5 Likes

I really like the idea of the game, I am also new to game designing. the only problem I find is that the wall jumping feels a bit wrong, but overall a really good game.

Congrats on finishing your first game! That’s a huge acheivement, I think sometimes people don’t realise how hard it is to just see a game through from start to finish.

I had a play and it has a cool vibe, the music really suits it, and I very much enjoyed the friend giving up on helping me because of my mean comments. :laughing: I did get stuck, but having come back and read the comments it is likely because I didn’t realise I had a diagonal dash. Maybe I should’ve been nicer to my friend! I think when the friend tells you how to use a move, it would have been cool to see them also immediately “show you” the move by running off to the right and performing it to beat the current screen. They then wouldn’t be seen again until you “catch up to them” just in time to be a taught a new move. The way you have it still works really well though, and again, I enjoyed the sense of humour you put into the dialogue.

As others have mentioned I think there are a few little things you can do to further improve the feel of the platforming if you do want to put the extra polish on it (though it looks like you’ve moved onto bigger things). If you ever do want to revisit this or if it helps you in future I recommend the “Player Forgiveness” section of this GMTK video:

It talks about a few little tricks the developers of Celeste used to help the player feel awesome even when they got the inputs a tiny bit wrong. I think a little bit of coyote time when leaving a wall would help make the wall jump easier to perform reliably and feel nicer. Similarly I think a little bit of control over the dash distance would help it feel more predictable (the same way you can control a jump by holding the jump input a little longer).

Anyway thanks for sharing a fun game, and good luck for the next one.