I appreciate implementing coyote time, not many people do that, and that is especially important in a game like this.
I have a few tips for making your platformers feel better: Your buffer-jumping isn't buffered, it held. If I hold the jump, I keep jump, and that is not buffer-jumping. Not super important, but it can annoying. Controlled jumps can really help, especially in this game. It allows for more precision, which super important to have in this game. Now for a super important one...
NEVER MAKE YOUR PLAYER'S HITBOX A CAPSULE.
In Getting Over It, you fall because the player sucks. In this game, you fall because the game is unfair with its hitbox. The capsule causes you to slip off, which is more frustrating than anything. In the Crash Bandicoot remaster(whatever it was called), the hitbox was a capsule, which caused players to slip off. Despite the game has a reputation for being a difficult game, it frustrated players because they slipped off a platform. Never use a capsule for a hitbox. If a tutorial ever tells you to use a capsule for the player's hitbox, don't listen to them, it is not a good idea.
The level design is pretty nice, I always knew where to go, but I felt like you were being benevolent with the punishments.
That is basically it... 3/5 for me. It is a game and has some interesting ideas, but it is not very punishing for a game where its entire point is to be punishing.
Yo! Thank you for the feedback! This is really helpful. I didn't realize that jump buffering excluded cases where the player holds it down for repeated jumps (bunny hopping?). Also, I definitely won't use capsules/circle hitboxes in the future, you're right that the slipping off platforms is annoying. (I also screwed up and the corner dirt tiles don't have hitboxes).
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legendary.
no u
Cute!
I appreciate implementing coyote time, not many people do that, and that is especially important in a game like this.
I have a few tips for making your platformers feel better:
Your buffer-jumping isn't buffered, it held. If I hold the jump, I keep jump, and that is not buffer-jumping. Not super important, but it can annoying.
Controlled jumps can really help, especially in this game. It allows for more precision, which super important to have in this game.
Now for a super important one...
NEVER MAKE YOUR PLAYER'S HITBOX A CAPSULE.
In Getting Over It, you fall because the player sucks. In this game, you fall because the game is unfair with its hitbox. The capsule causes you to slip off, which is more frustrating than anything. In the Crash Bandicoot remaster(whatever it was called), the hitbox was a capsule, which caused players to slip off. Despite the game has a reputation for being a difficult game, it frustrated players because they slipped off a platform. Never use a capsule for a hitbox.
If a tutorial ever tells you to use a capsule for the player's hitbox, don't listen to them, it is not a good idea.
The level design is pretty nice, I always knew where to go, but I felt like you were being benevolent with the punishments.
That is basically it... 3/5 for me. It is a game and has some interesting ideas, but it is not very punishing for a game where its entire point is to be punishing.
Yo! Thank you for the feedback! This is really helpful. I didn't realize that jump buffering excluded cases where the player holds it down for repeated jumps (bunny hopping?). Also, I definitely won't use capsules/circle hitboxes in the future, you're right that the slipping off platforms is annoying. (I also screwed up and the corner dirt tiles don't have hitboxes).