Playing on a laptop and I wish I could rebind keys to something I'm more comfortable with than default. Also wishing that reset started the level right away instead of kicking you to level selection and that there was a 5 or so seconds grace period where time doesn't start running if no input is given.
Got 47 seconds on level 1, only thing I dislike is that it's hard to rocket jump from walls since your guy snaps to walls and aims at the opposite direction if you're too close.
thanks for the feedback either way lol. I added rebindable keys, quick restart, and aim no longer snaps to wall after feedback from DD66, but i havent posted the new build yet. I didnt have enough added that was stable to justify another DD submission for 67. I havent been able to work on this for a few weeks due to some bullshit but will definitely get back to it.
Best I can do is 1:30. Jumping away from walls feels a little awkward, I think running up diagonal walls should give you more air but I couldn't do it reliably, I did this maybe two times on accident? Running down slopes feels right, reminded me SpeedRunners a little. As I said, got to 1:30 and was sure to unlock next level as it was 1:45, right? Nope! It's 0:45!
Weapons are all right, rocket launcher is a mofo, magnum bouncing off of walls is great, I'd have to practice more with shotgun.
Overall not a bad start but again, don't drop the hardest challenges in the first level. Give me three levels with enemies to kill and occasional technical jump to make with a secret exit than can be accessed with fancier techniques. Let the player learn on his own.
thanks for playing! I should have a build up soon that makes walljumping easier. I also changed the way upwards slopes work, in the current build you cant get any air unless you jump.
the current level difficulty really makes no sense, I thought I'd try and encourage people to mess around and try to go fast. I'll keep your feedback in mind when making levels that should be before what is currently 'level 1'. the whole only shooting at targets thing is only temporary.
thanks for the stream brim! i need to make the time limit a bit more lenient on that stage or something, I just wanted to encourage people to try going fast in the prototype.
the advanced tips in the readme being a jumpscare was enlightening. I removed that line from the readme since the sliding while shooting tech is never required and is pretty mechanically difficult.
I played the browser version. Didn't bother with unlocking level 2 since I'm a scrub. Best time I was able to get was about 47 seconds.
Some thoughts while playing:
- Currently the size of loaded ammo (magazines?) feels pretty inconsequential. Since you're able to shoot so long as your have at least 1 bullet, even while reloading, it's possible to always reliably shoot bullets. I think most games have it so you can't shoot while reloading for this reason. It serves as a cooldown, adds more strategy around when to reload, and rewards higher accuracy since well placed shots => fewer reloads.
- The game lagged a bit when I used the rocket for the first time. Probably a classic Godot shader stutter.
- The music eventually stopped playing for me, as if it wasn't set to loop.
- I think I'd enjoy rocket jumps a bit more if the timing was a little more lenient. But that could be a skill issue.
- Right now the magnum seems like the undisputed goat of guns simply because its bullets can travel through multiple targets before disappearing. The bounce behaviour is cool and should be expanded more. Maybe you could design puzzles around it or allow for shortcuts with well angled shots.
- Guns (aside from the magnum) ultimately feel kinda samey. I think more varied bullet patterns could help here, such as some guns having a wider spread but less range, or the opposite, like a sniper rifle that shoots a single fast bullet that travels far but has a smaller hitbox and is harder to use.
Overall I like it. I agree with the other reviews that the movement physics could use a little more tuning to feel more satisfying to use, especially vertical wall jumping. I'll be sure to give it another try next time it's in DD.
the godot shader stutter on first rocket i think is because it is using a placeholder particles node that i havent set up to pre-cache yet
music is set to loop in the editor but appears to just sometimes not loop on web? thanks for catching that
I'm trying to figure out an acceptable way to make rocket jump timing a bit more lenient, added just a few frames of delay before spawning the rocket on firing the rocket launcher but hoping I can find something better
very very solid movement foundation, reminded me a bit of playing Dustfall but way more accessible. the only thing that felt hard to execute and a little bit hard to work into the rest of the flow was the wallkick - it feels like it’s only good to start off a speedrun or if you’re changing directions as you drop down or something.
still, mastering the rocket jump was very fun, and I appreciate that the weapons felt different. walljump was shorter than I expected but I got used to it
thanks for the feedback, im glad you enjoyed it! I'm also surprised you found the game more accessible since it seems a lot of people have been struggling with it. the wallkick is only really useful in the situations you mentioned, to be honest i was inspired to include it since a similar mechanic is included in one of my favorite old PC platformers Nikujin. I think the wall jump height needs a buff as well due to the amount of people commenting on it.
The effects are great. I can really see this will make an amazing 2D action platformer. I like the shotgun, i dont know why lol. And im to retarded to learn how to wall kick -> dash stuff. The control layout, at least for me, needs to be mapped better tho, but overall, great stuff!
thanks for the feedback! i like the shotgun too. the wallkick is poorly explained and this demo day i have learned im the only poor fool that still plays platformers with the arrow keys on a keyboard.
I'm not much into the idea of a time trial target thing as opposed to, for example, a sidescroller with actual enemies. It feels like it'd get repetitive fast especially if there's no time limit and you can clear levels by taking your time.
Great job with the juice, the weapons and sound effects are punchy. The arsenal seems good enough for what you're trying to do, the shotgun doesn't seem to really have a place I'd make it have some knockback so it doubles as a mobility tool, TF2 force-a-nature style. It's a fun trope I even added that in my game.
The only thing I don't like about the movement is that you can't fire up or down when sliding on a wall: it's easy to accidentally snap to it when trying to hit a target that's above you. It also might be nice if holding down while mid-air gave you downward velocity, it could be used to get on downward slopes faster or just better air control depending on how tricky you intend to make the level.
Cool start though, I'll check this out again next time.
thanks for playing! The target test being the main gameplay loop is a placeholder, it was pretty much the minimum amount of work necessary to get the demo in a playable state. I agree it would probably get repetitive
the shotgun does have knockback, but it is additive to your current velocity so if you are falling it will slow your fall rather than immediately bounce you up like the force-a-nature. If that wasnt obvious then i probably need to either buff the recoil or play with having it give you some minimum velocity in the direction of the recoil (maybe just in the y axis)
I'll try out being able to aim up/down while wallsliding, i think that is a good suggestion. I like the idea of having a fast fall to go crazy fast landing on slopes but it wouldnt mesh well with having to aim downwards while jumping the way it currently works.
Thanks for the feedback, it is much appreciated! several of your previous suggestions improved mage tower massacre as well.
Fun little demo. The recoil shake is cool. I found the old-school controls hard with keyboard, moving the character with arrow key using left hand, so I struggled with the wall jumps. I'd love a controller support.
There should be some basic controller support in the download version but i only tested it with my PS5 controller so i cant promise it will work perfectly. Controls will be rebindable in the future
I think based on other feedback as well that wall jumps need to be buffed since you hardly gain any height if you dont time them perfectly and keep holding the jump button. I appreciate the feedback!
It’d be nice to have some way to restart levels, especially trying to hit a specific time
I wish I had a sprint button, or some way to speed up on flat areas
This game is really solid, takes me back to classic SSMB break the targets. I also really like the character animation when you jump. It could use some polish to make different moves easier to execute.
the only way to accelerate to dashing speed on flat ground at the moment is sliding and shooting backwards with the shotgun or machine gun. I agree that it feels kinda lame when there is no good wall/slope nearby. I'll try a few things to make it feel better
feedback is much appreciated, hope to get in some polish and more characters/levels in the future.
the video feedback is extremely helpful. its a bit hard to hear you but i think i got most of your comments. congrats on beating the time to unlock level 2, in hindsight it is a pretty tight limit. I think the wall jumps dont give you enough vertical speed at the moment because watching how many walljumps you had to do to get up the big shafts looked annoying. You are also the 3rd person to mention dustforce which i still have not played but is now on my list.
Keyboard controls are weird and I couldn't rocket jump. Animations for the characters seems a little slow or it's missing animations. Music was nice though. Could be good but needs some improvements.
Thanks for the feedback! I just pushed a new build for the web and downloadable versions that makes the rocket jump more forgiving. letting go of jump during a rocket jump would kill 66% of your vertical momentum before. You still need to shoot the rocket down immediately after jumping for full height though.
Which animations seemed off? they are still roughs but id like to know what needs the most attention.
keybinds aside(which make it more difficult to play and judge the game, especially the guns part) I don't know if guns belong in a speedrunning game, certainly not this many guns?
Placing a target here or there you need to reach is reasonable as a mechanic to have you plan your route and raise the difficulty by performing more inputs, but it's one input in dustforce(I think?) which is clean and fast, compared to stacks of targets which force you to stand in place, the antithesis to speedrun.
I beat levels 0 and 1 sloppily and did not feel compelled to unlock level 2. If you do keep guns, perhaps reducing them down to rocket launcher(movement tech) and a pistol each on a dedicated button would help make it more fun and remove the gun management portion, which I think drags it down.
thanks for playing! Rebindable controls are on my todo list, to be honest the last platformer i played on a keyboard was Iji so I think that is where the control scheme came from. I agree that the one spot you need to stand in place to shoot a column of targets with the machine gun in level 1 kind of suck, it totally halts your momentum and there is no better way to break those targets.
Guns are definitely staying but i think your point about the gun management dragging down the gameplay is fair. I'm not sure how much of a pure speedrun game this will be in the future.
You are the 2nd person to mention dustforce so now im thinking I should really play that.
this is the best/most game evar... i tested controller and it worked good. i hope the movement and stuff gets refined cuz this game culd be mega epic but it's kinda like dustforce so i rly suck at it
i was only able to get 45s on level 2 https://files.catbox.moe/yz5n6e.webm am i playing the game wrong? i didnt really get what i was supposed to do at alot of parts. wallkicks and jumps didnt seem to make me go much faster and this "dashing" state doesnt seem to be visually distinct.
Thanks for playing, the video is extremely helpful and it makes me smile to see a very skilled player. I made level 2 in like 45 minutes before submitting so I haven't playtested it like crazy but your time is better than my best in the ~30 attempts I did, so you definitely aren't playing the game wrong. Only thing I maybe saw was you can clear the gap after getting the shotgun without walljumping if you jump off the tiny ramp with a little bit of ground speed.
I haven't optimized the levels yet to make everything super smooth so im not surprised parts feel un-intuitive. Dashing is a different animation than walking but it should probably have some kind of distinct effect like an afterimage or something, that is a good point.
Wallkicks/jumps should probably give you more speed (shotgun anaconda had similar feedback) so I will try that while refining the movement. I havent played Dustforce but its on my list to study (aka steal from).
I got filtered by rocket jump, no idea how you want it to work, It's not taking me anywhere.
I would recommend making wall jumping more bouncy even if you have the wallkick, it feels too weak to feel like its doing something, its almost as if i missed the jump.
Up to you but picking up weapons feels like a speedbump if you want me to go fast, it would be interesting if you just gave me one weapon for a level and design around its gimmick instead. Maybe an upgrade midlevel that automatically picks up.
Basically i would the values of the movement. I also feel like you have fallen into the trap of you yourself knowing each timing and nuance of the movement so it might feel easy and intuative but for me, many things felt very finicky, you need buffers for your jumps and aiming especially (i.e. if i got a rocket and jump onto a wallgrab still let me shoot into the wall for 10 ticks)
Thanks for playing! The rocket launcher explosion applies a knockback velocity that is additive to your current velocity, so if you rocket jump during the apex/falling portion of your jump you dont really go no-where. you also need to hold the jump key otherwise you will lose a lot of vertical momentum when you release it, which your comment made me realize really doesnt make any fucking sense for a rocket jump.
There is a jump buffer with a 0.12 second buffer window, but there is currently no buffer related to aim. Finicky is not the goal so I'll spend some time tweaking the values of the movement.
I will see if I can make jumping / rocket jumping feel better / more intuitive and reply here if i get an updated build out. Feedback is much appreciated!
I just pushed a new build for the web and downloadable versions that makes the rocket jump a bit more forgiving. letting go of jump during a rocket jump would kill 66% of your vertical momentum before. You still need to shoot the rocket down immediately after jumping for full height though.
Movement feels a bit more sluggish than I expected, which isn't necessarily a bad thing. Basic walking doesn't feel fast, which might be intentional.
Finished the first level, the movement options are neat. Not particularly striking but they seem to work consistently, and there's room for growth.
I'm not sure what the point of having a dedicated weapon pick-up button is, seems weird for a game that's all about being fast. I'm assuming future levels will have more weapons than I can carry at once.
Rocket jumping feels a bit unwieldy due to the fact you can't aim down while grounded. Likely intentional, but annoying all the same. The fact that you barely get any impulse from rocket jumps if you have any downward momentum doesn't help.
Played the first level a few times, best time I got was 35s. I'm happy with that.
Tried the second level, got a 1m15s on my first attempt. Tried it a few more times, eventually got it down to 43s.
I'm not sure how to feel about gating levels behind time thresholds, you're potentially alienating a chunk of your audience. I respect the commitment to being a sweaty game, though.
The magnum is cool, I wish there were more places for me to use it.
Only played the last level once, can't be bothered trying to perfect it. Shooting backwards to propel yourself is neat.
I don't have much to say. The gameplay is enjoyable for what it is, a little frustrating at times solely due to user error. I'm not a fan of the visuals, the environment is incredibly flat. They're not bad per se, just uninteresting. Maybe that's your intention, some kind of minimalist retro MS Paint aesthetic, but there are more flavorful ways to achieve that in my opinion. I'm not sure if I would care about this game on my own, the prospect of buying a game where you shoot targets doesn't excite me, but I'm sure there is an audience full of movement autists that would eat this up.
i think i made default walking a bit too slow, i might toy around with having the player slowly accelerate to dashing speed once they are at full walking speed
im glad you liked the movement options, "not particularly striking" is kind of in line with what im going for since im burned out on things like celeste dashes
i agree with your points on rocket jumping, its hard to reconcile metal slug style aiming with the mechanic. your point makes me think it might be worth trying to implement a mechanic where you always get some velocity component in the direction of the explosion knockback, currently it is just additive so it is counteracted if you have downwards momentum. I think this might be the issue Shotgun Anaconda had as well
those are some nice times
The current setup of shooting at targets being the main mechanic is temporary, im hoping if this barebones setup can be tweaked to be fun on its own that it will make a strong base for a more involved game. Still definitely gunning for the movement autist audience.
Comments
Playing on a laptop and I wish I could rebind keys to something I'm more comfortable with than default.
Also wishing that reset started the level right away instead of kicking you to level selection and that there was a 5 or so seconds grace period where time doesn't start running if no input is given.
Got 47 seconds on level 1, only thing I dislike is that it's hard to rocket jump from walls since your guy snaps to walls and aims at the opposite direction if you're too close.
Edit: Wait this is DD 66's page...
thanks for the feedback either way lol. I added rebindable keys, quick restart, and aim no longer snaps to wall after feedback from DD66, but i havent posted the new build yet. I didnt have enough added that was stable to justify another DD submission for 67. I havent been able to work on this for a few weeks due to some bullshit but will definitely get back to it.
Good to know you're working on it, looking forward to playing the new version when it's ready.
Best I can do is 1:30. Jumping away from walls feels a little awkward, I think running up diagonal walls should give you more air but I couldn't do it reliably, I did this maybe two times on accident? Running down slopes feels right, reminded me SpeedRunners a little. As I said, got to 1:30 and was sure to unlock next level as it was 1:45, right? Nope! It's 0:45!
Weapons are all right, rocket launcher is a mofo, magnum bouncing off of walls is great, I'd have to practice more with shotgun.
Overall not a bad start but again, don't drop the hardest challenges in the first level. Give me three levels with enemies to kill and occasional technical jump to make with a secret exit than can be accessed with fancier techniques. Let the player learn on his own.
thanks for playing! I should have a build up soon that makes walljumping easier. I also changed the way upwards slopes work, in the current build you cant get any air unless you jump.
the current level difficulty really makes no sense, I thought I'd try and encourage people to mess around and try to go fast. I'll keep your feedback in mind when making levels that should be before what is currently 'level 1'. the whole only shooting at targets thing is only temporary.
Feedback is much appreciated
https://www.twitch.tv/videos/2663500071
Tutorial is very easy, first stage is waaay too hard, but I'm bad at extremely precise games.
Music is great though.
thanks for the stream brim! i need to make the time limit a bit more lenient on that stage or something, I just wanted to encourage people to try going fast in the prototype.
the advanced tips in the readme being a jumpscare was enlightening. I removed that line from the readme since the sliding while shooting tech is never required and is pretty mechanically difficult.
thanks for the feedback
I played the browser version. Didn't bother with unlocking level 2 since I'm a scrub. Best time I was able to get was about 47 seconds.
Some thoughts while playing:
- Currently the size of loaded ammo (magazines?) feels pretty inconsequential. Since you're able to shoot so long as your have at least 1 bullet, even while reloading, it's possible to always reliably shoot bullets. I think most games have it so you can't shoot while reloading for this reason. It serves as a cooldown, adds more strategy around when to reload, and rewards higher accuracy since well placed shots => fewer reloads.
- The game lagged a bit when I used the rocket for the first time. Probably a classic Godot shader stutter.
- The music eventually stopped playing for me, as if it wasn't set to loop.
- I think I'd enjoy rocket jumps a bit more if the timing was a little more lenient. But that could be a skill issue.
- Right now the magnum seems like the undisputed goat of guns simply because its bullets can travel through multiple targets before disappearing. The bounce behaviour is cool and should be expanded more. Maybe you could design puzzles around it or allow for shortcuts with well angled shots.
- Guns (aside from the magnum) ultimately feel kinda samey. I think more varied bullet patterns could help here, such as some guns having a wider spread but less range, or the opposite, like a sniper rifle that shoots a single fast bullet that travels far but has a smaller hitbox and is harder to use.
Overall I like it. I agree with the other reviews that the movement physics could use a little more tuning to feel more satisfying to use, especially vertical wall jumping. I'll be sure to give it another try next time it's in DD.
thanks for playing!
appreciate the feedback!
very very solid movement foundation, reminded me a bit of playing Dustfall but way more accessible. the only thing that felt hard to execute and a little bit hard to work into the rest of the flow was the wallkick - it feels like it’s only good to start off a speedrun or if you’re changing directions as you drop down or something.
still, mastering the rocket jump was very fun, and I appreciate that the weapons felt different. walljump was shorter than I expected but I got used to it
thanks for the feedback, im glad you enjoyed it! I'm also surprised you found the game more accessible since it seems a lot of people have been struggling with it. the wallkick is only really useful in the situations you mentioned, to be honest i was inspired to include it since a similar mechanic is included in one of my favorite old PC platformers Nikujin. I think the wall jump height needs a buff as well due to the amount of people commenting on it.
The effects are great. I can really see this will make an amazing 2D action platformer. I like the shotgun, i dont know why lol. And im to retarded to learn how to wall kick -> dash stuff.
The control layout, at least for me, needs to be mapped better tho, but overall, great stuff!
thanks for the feedback! i like the shotgun too. the wallkick is poorly explained and this demo day i have learned im the only poor fool that still plays platformers with the arrow keys on a keyboard.
Eyy dont beat yourself about it. Its still very fun!
Hey I recognize those ammo sprites!
I'm not much into the idea of a time trial target thing as opposed to, for example, a sidescroller with actual enemies.
It feels like it'd get repetitive fast especially if there's no time limit and you can clear levels by taking your time.
Great job with the juice, the weapons and sound effects are punchy.
The arsenal seems good enough for what you're trying to do, the shotgun doesn't seem to really have a place I'd make it have some knockback so it doubles as a mobility tool, TF2 force-a-nature style. It's a fun trope I even added that in my game.
The only thing I don't like about the movement is that you can't fire up or down when sliding on a wall: it's easy to accidentally snap to it when trying to hit a target that's above you.
It also might be nice if holding down while mid-air gave you downward velocity, it could be used to get on downward slopes faster or just better air control depending on how tricky you intend to make the level.
Cool start though, I'll check this out again next time.
thanks for playing! The target test being the main gameplay loop is a placeholder, it was pretty much the minimum amount of work necessary to get the demo in a playable state. I agree it would probably get repetitive
the shotgun does have knockback, but it is additive to your current velocity so if you are falling it will slow your fall rather than immediately bounce you up like the force-a-nature. If that wasnt obvious then i probably need to either buff the recoil or play with having it give you some minimum velocity in the direction of the recoil (maybe just in the y axis)
I'll try out being able to aim up/down while wallsliding, i think that is a good suggestion. I like the idea of having a fast fall to go crazy fast landing on slopes but it wouldnt mesh well with having to aim downwards while jumping the way it currently works.
Thanks for the feedback, it is much appreciated! several of your previous suggestions improved mage tower massacre as well.
Fun little demo. The recoil shake is cool. I found the old-school controls hard with keyboard, moving the character with arrow key using left hand, so I struggled with the wall jumps. I'd love a controller support.
Thanks for playing :)
There should be some basic controller support in the download version but i only tested it with my PS5 controller so i cant promise it will work perfectly. Controls will be rebindable in the future
I think based on other feedback as well that wall jumps need to be buffed since you hardly gain any height if you dont time them perfectly and keep holding the jump button. I appreciate the feedback!
In game thoughts:
This game is really solid, takes me back to classic SSMB break the targets. I also really like the character animation when you jump. It could use some polish to make different moves easier to execute.
Would love some new characters and levels!
thanks for playing!
feedback is much appreciated, hope to get in some polish and more characters/levels in the future.
https://www.twitch.tv/videos/2660040461?t=0h31m41s
nice
the video feedback is extremely helpful. its a bit hard to hear you but i think i got most of your comments. congrats on beating the time to unlock level 2, in hindsight it is a pretty tight limit. I think the wall jumps dont give you enough vertical speed at the moment because watching how many walljumps you had to do to get up the big shafts looked annoying. You are also the 3rd person to mention dustforce which i still have not played but is now on my list.
Appreciate the feedback!
Keyboard controls are weird and I couldn't rocket jump. Animations for the characters seems a little slow or it's missing animations. Music was nice though. Could be good but needs some improvements.
Thanks for the feedback! I just pushed a new build for the web and downloadable versions that makes the rocket jump more forgiving. letting go of jump during a rocket jump would kill 66% of your vertical momentum before. You still need to shoot the rocket down immediately after jumping for full height though.
Which animations seemed off? they are still roughs but id like to know what needs the most attention.
keybinds aside(which make it more difficult to play and judge the game, especially the guns part)
I don't know if guns belong in a speedrunning game, certainly not this many guns?
Placing a target here or there you need to reach is reasonable as a mechanic to have you plan your route and raise the difficulty by performing more inputs, but it's one input in dustforce(I think?) which is clean and fast, compared to stacks of targets which force you to stand in place, the antithesis to speedrun.
I beat levels 0 and 1 sloppily and did not feel compelled to unlock level 2. If you do keep guns, perhaps reducing them down to rocket launcher(movement tech) and a pistol each on a dedicated button would help make it more fun and remove the gun management portion, which I think drags it down.
thanks for playing! Rebindable controls are on my todo list, to be honest the last platformer i played on a keyboard was Iji so I think that is where the control scheme came from. I agree that the one spot you need to stand in place to shoot a column of targets with the machine gun in level 1 kind of suck, it totally halts your momentum and there is no better way to break those targets.
Guns are definitely staying but i think your point about the gun management dragging down the gameplay is fair. I'm not sure how much of a pure speedrun game this will be in the future.
You are the 2nd person to mention dustforce so now im thinking I should really play that.
Feedback is much appreciated
this is the best/most game evar... i tested controller and it worked good. i hope the movement and stuff gets refined cuz this game culd be mega epic but it's kinda like dustforce so i rly suck at it
i was only able to get 45s on level 2 https://files.catbox.moe/yz5n6e.webm am i playing the game wrong? i didnt really get what i was supposed to do at alot of parts. wallkicks and jumps didnt seem to make me go much faster and this "dashing" state doesnt seem to be visually distinct.
Thanks for playing, the video is extremely helpful and it makes me smile to see a very skilled player. I made level 2 in like 45 minutes before submitting so I haven't playtested it like crazy but your time is better than my best in the ~30 attempts I did, so you definitely aren't playing the game wrong. Only thing I maybe saw was you can clear the gap after getting the shotgun without walljumping if you jump off the tiny ramp with a little bit of ground speed.
I haven't optimized the levels yet to make everything super smooth so im not surprised parts feel un-intuitive. Dashing is a different animation than walking but it should probably have some kind of distinct effect like an afterimage or something, that is a good point.
Wallkicks/jumps should probably give you more speed (shotgun anaconda had similar feedback) so I will try that while refining the movement. I havent played Dustforce but its on my list to study (aka steal from).
Thanks for the feedback!
I got filtered by rocket jump, no idea how you want it to work, It's not taking me anywhere.
I would recommend making wall jumping more bouncy even if you have the wallkick, it feels too weak to feel like its doing something, its almost as if i missed the jump.
Up to you but picking up weapons feels like a speedbump if you want me to go fast, it would be interesting if you just gave me one weapon for a level and design around its gimmick instead. Maybe an upgrade midlevel that automatically picks up.
Basically i would the values of the movement. I also feel like you have fallen into the trap of you yourself knowing each timing and nuance of the movement so it might feel easy and intuative but for me, many things felt very finicky, you need buffers for your jumps and aiming especially (i.e. if i got a rocket and jump onto a wallgrab still let me shoot into the wall for 10 ticks)
I like movement platformers though :)
Thanks for playing! The rocket launcher explosion applies a knockback velocity that is additive to your current velocity, so if you rocket jump during the apex/falling portion of your jump you dont really go no-where. you also need to hold the jump key otherwise you will lose a lot of vertical momentum when you release it, which your comment made me realize really doesnt make any fucking sense for a rocket jump.
There is a jump buffer with a 0.12 second buffer window, but there is currently no buffer related to aim. Finicky is not the goal so I'll spend some time tweaking the values of the movement.
I will see if I can make jumping / rocket jumping feel better / more intuitive and reply here if i get an updated build out. Feedback is much appreciated!
I just pushed a new build for the web and downloadable versions that makes the rocket jump a bit more forgiving. letting go of jump during a rocket jump would kill 66% of your vertical momentum before. You still need to shoot the rocket down immediately after jumping for full height though.
Here are some thoughts as I play.
I don't have much to say. The gameplay is enjoyable for what it is, a little frustrating at times solely due to user error. I'm not a fan of the visuals, the environment is incredibly flat. They're not bad per se, just uninteresting. Maybe that's your intention, some kind of minimalist retro MS Paint aesthetic, but there are more flavorful ways to achieve that in my opinion. I'm not sure if I would care about this game on my own, the prospect of buying a game where you shoot targets doesn't excite me, but I'm sure there is an audience full of movement autists that would eat this up.
thanks for playing!
I appreciate the thorough feedback :)