Looks cool, most of the movement feels polished. Wasn't immediate to me how to leave the pit at the start of the level. When I jumped into a wall, the animation looked like climbing to me, so I thought there was some sort of climbing movement, but he'd fall down. The whole bouncing into walls and double jumping to get up ledges was a pain point for me the entire game. I didn't like this mechanic much. I think the jumping needs a bit more air time, things just need a bit more magnetism to help you get to where you want to go. The tubes of the tree branches need their hitbox largened.
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Mel The Caramel Dog's itch.io pageComments
Controller works, as expected. Good job on tweaking the audio, though I still managed to find where you put the audio listener :^)
New level felt easier than before, but the long jump/high jump got me confused. Not sure how I feel about the "squishing" during jumps, they kinda mess with my perception of height.
Other than that - good progress!
Thank you as always for the feedbacks and for playing brim! I've taken notes from your gameplay. I'll need to address a couple of issues with the move set, and inconsistencies with the jumps. Probab also making them a lot more different, as you are right that, what's supposed to be a high jump and a lower jump look basically the same.
Look forward to the next update!
Controls are fine though I wonder if there's plans for more.
Didn't get the last 7 bones in this one area.
Also I find it weird that CTRL is the spin slam ability but that's because I played with keyboard where one hand was on the WASD + space/shift scheme and the other was used on the mouse.
I think right-click could be easier instead of CTRL for the spin slam thing but that's me.
Player controller works great, felt really fluid and responsive. had to play on kb because i dont have a gamepad at the moment and didnt feel to bad to play even though im not used to playing platformers with kb.
a bit barebones for now but interested to see what mechanics you come up with in the future
I quite enjoyed what's here for Mel the dog. Movement mechanics are solid. It ran quite well fullscreen on my shitty integrated gpu laptop.
I think there's a severe lack of pure Kazooie-likes and this feels good.
So now my question is: Do you have any plan for deviating from banjo kazooie? Someone might ask: "Why play this when I can play Banjo Kazooie / Tooie ?" Maybe your answer would just be: "You play both of those and then you play this, its just more game" idk.
Noticed there's music for the AGDG 61 level but not for 62?

Thank you addictive Toothpaste! I'm glad that you liked it so far!
To answer you question: I do not know. In fact, I think Banjo is by itself a lot more than what my game has. I'll see what I can do to keep developing the game, and taking feedback from the good folks of AGDG.
And yes, the level from DD 61 had music, and I thought that it would be repetitive to put the same music on DD62 haha. But I didn't had the time to search for a good free copyright music for this DD, so instead, it has none. Probably that was the wrong move haha.
Anyway, thank you again for playing!
One-off notes as I was playing:
- I think you should be able to use shift to move faster while on the ledge climb state. The part in the test area where you have climb horizontally felt unbearably slow, especially on repeats if you miss the jump.
- I found a bug. If you spam ground pound + jump fast enough Mel will be suspended in the air for a little bit. After that you can't jump at all unless you fall and hit the ground. Give it a try to see what I mean. Seems to mainly happen on upwards slopes.
- With keyboard, ctrl for the ground pound felt a little uncomfortable to use. Maybe it's because I use a laptop.
- Running jump having less height than a regular jump is a little odd imo.
Overall thoughts:
No major complaints here. You already have a pretty solid base, so I'm looking forward to seeing how the gameplay comes together in a fully fleshed-out level. The only thing is, it still feels like the game is missing a hook to set it apart from other 3D platformers. If it’s just a fun learning project, what you have is totally fine but if you're planning to sell it commercially it might be worth thinking about adding a unique or interesting mechanic to help it stand out.Anyways keep up the good work, you made some nice progress since I last played.
Hello Briar! Thank you for playing and taking the time to write feedbacks!
I've taken notes of your points. Also good catch on the bugs. It seems that there are a lot of inconsistencies on the jumps that you can do, that are throwing people off. I'll try to address those. One feedback that I got was that even though there are jumps with different heights, they all look the same. So I'll see if I either make the jumping heights standard, or I make the differences more exteme, and provide more visual feedbacks, like different animaitons and such.
I agree with you that I need a fully fleshed-out level to really have a gauge of the game feel, and the direction to take.
Another friend also commented the same thing as you, about a stand out mechanic/hook. I still have no idea what that could be. I'm open to suggestions hahaha. So far, I'll try to develop the visuals, and see if they get good enough to "carry" the game (yikes!)
Thanks again for playing!!
Hey its pretty fun even as prototypes go. Some of this feedback is probably stuff you already plan to add but ill list it for posterity
- My favorite thing to do while running around was slide my thumb between the jump and airdash buttons to move around faster than the basic sprint. When doing this if you collide with any slope (even extremely shallow ones) then you play the head bashed against wall animation which totally kills your momentum
- running up and clinging to walls reminded me of ninja gaiden black for some reason
- since air control is pretty tight i didnt find any use in the test area for the ground pound
- wall sliding and jumping could really use some particles and sfx
- tested on a PS5 controller and support seemed to work seamlessly
- i like all the squash and stretch on the character animations
- personal preference, but i like when in 3D platformers there is a way to retain momentum on landing like doing repeated speedkicks in mario 64
Good stuff, keep it up.
Thanks man! I'm glad that you liked it so far!
I'll make notes of your points here. The game still has A LOT of stuff that needs to be worked on. The things you have pointed out are for sure some of them.
I think I get what you mean about landing with momentum. I do not know if I have the knowledge to implement it, or if it will affect the current gameplay (falling from plataforms?), but I'll see how the game develops!
Thanks again for playing and giving feedback!






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