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!

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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.

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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.

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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.

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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.

I’ve added some new sounds to my game as well as saving. If possible I’d like some people to try and see if you can find any bugs in the saving so I can fix them.

Edit:
I had to remove it due to some debug commands being left in the game. Check back in a few hours to play it.
Edit:
It’s back

Hi, adding save files seems very cool! However, I can’t play the game due to a bug where the camera is shaking too much (I linked a video).
However, I was still able to move the character and the sound effect are really cool!

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I’ll get on that when I get the chance. It might have something to do with the fact that the game has to load the entire world as it’s moving the camera to fit into the camera lock.

Edit:
Should be fixed! I think there was some corruption in the export because I reexported it and it worked fine.

Edit:
It came back. It might be a lag issue. It’s in the starter area and finale which are the areas that have the most scenes being instanced. I’ll need to look into ways to optimize my game and maybe turn down the autosave rate to be when the character stops moving so that when you tab out or close the tab it will save rather than every 3 seconds.

Another Edit:
I’ve done a bit of optimizations to the game and there is an fps tracker in the hud. Please tell me if the glitch happens again because it so far hasn’t on my machine.

Hopefully second to last edit:
I’ve gotten it to trigger again on my computer. It’s definitely an fps issue. It triggers in the finale and starter area which have the most levels loaded which makes sense why it would lag so much. I’m running an acer swift and getting an average of 12 fps in the starter area. I’ll try and fix it by creating some form of occlusion culling. When setting the max fps to 10 in the editor it does get recreated while developing it.

The Final Edit (I think/hope):
I’ve gotten the performance to the point where, even with Godot open, it doesn’t cause the camera to bob up and down wildly. It still does have some bad stutters which I will work to fix but as of right now it’s somewhat playable.

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The idea is really interesting. I think that in the end it will be just what we need.