Cute game :> I dont have a lot of experience with platformers outside of my childhood, last time i played one was super mario galaxy in 2012 i think. The movement feels very polished. The art is cute, especially for the main character.
The enemies feel a bit clunky/ non threatening. The level design is a bit average in my opinion, not bad but not great. Its well done for the style but there is nothing that stands out to me. The appearing platforms from the wall feel a bit weird considering you are timed and have to flip your camera 180 degrees.
I do like that the small bones vary in colour, it gives the world more charm, but i feel like that could restrain mechanics in the future? I imagine the blue or red coins in mario as an example. But i suppose you could always just give it a different model to make it stand out from the normal bones.
All in all i think its well done though, and im looking forward to seeing more. :>
Thank you for your inputs! I agree with you. I'll be working on polishing the stuff that's currently in. The level design is one of my biggest weaknesses so far. But my hope is to get better with practice. Thanks again!
- If I'm not mistaken, "Mel" means honey so she is "Honey the Caramel Dog". That's the sweetest name ever. The bubbly footstep sound effects are fittingly silly.
- The model and animations are excellent, except for maybe the running which looks appropiately stiffer than walking but it doesn't limit your mobility any.
- The sequence where you gotta climb on disappearing platforms next to a wall seems a little inconsistent. I had to get multiple times to the top before I could jump on the elevated platform because it would go up and down out of sync with the platforms on the wall.
- I only got 5/6 bones because I couldn't figure out how to get to the top of the castle in the middle of the stage. However, the small bones do a decent job at leading the player otherwise. Nevertheless, I found the underground section earlier than expected because the camera clipped into the stage geometry, and I got to see everything.
- Also, I tried buttstomping the rat enemies, but they didn't get squashed. My disappointment is unmeasurable.
- I only found one noteworthy issue: If you walk towards the wall from this platform Mel will elevate in the air without doing the climb animation. I'm only pressing forward here.
- Overall, I think that the game looks pretty good.
Thank you for playing! I'm glad that you mostly liked it so far. I'll address these bugs that you found, and polish the stuff that is currently in the game. Thanks again for the inputs!
Still marvellous like last time. Core gameplay is even more solid, and I love the new mechanics! The new map is larger and imposing, but doesn't feel empty, barren or stretched out. Loved the secrets and multiple connected areas! Looks like a proper place too while still being an actual level. Hope to see it fully polished next time! Just some thoughts:
Needs a standing-on-top-of-pole animation/state;
Needs a swimming dash animation;
Checkpoints, if they remain manual instead of automatic (last few steps on solid ground), should probably be visible;
Could make the enemies drop bones so murder is mandatory;
Rat attacks could probably be faster, since they don't do damage on contact;
There's something wrong with the pause button, like it doesn't always immediately trigger;
Some challenges could use a fixed camera angle, like the sliding wall platforms on the side;
This is probably a filthy casul thing, but that pressing select to look at the closest bone thing would really help with finding those last few ones (not for big bones though, that'd ruin the secrets)!
Overall polishments with sound and visual effects, but you probably knew that. Imagine terrain-based footsteps!
Keep at it! I'll kill you if you don't. Can't wait for the Attack and Running Attack animations!
i have no idea how to get on the roof so no 100% for me. the bubbles are a nice mechanic to add; since the bubble refreshes your air-dash maybe you can also have "wall-bubbles" that refresh your wall-climb? the pole-climbing mechanic needs some introduction that isn't over an abyss since in some games you jump in the opposite direction while on the pole and others you jump through the pole (i guessed wrong). and finally the timed platforms that slide in and out of the mountain are a bit harsh for a first level. the platforms are small, the timing is strict, there's no imprint on the mounting to see where the platform will come from and on top of that you can't really get a good overview of what is happening.
Thank you for your inputs. I agree with you. I'll be working on polishing all that I've got so far, tweaking stuff, improving the level and the movement mechanics as well. I need to make proper introductions for the mechanics too. Thanks again!
I don’t like the inputs required here, jump, autoclimb, jump and very precise timing on the platforms with no overlap and short timer on them appearing.. too hard.
I couldn’t climb out of the cavern area.
I got stuck here twice and had to quit to main menu, a reset position menu button would go a long way.
The rats design is cute but it’d take more to make the combat fun.
I tried to find a way to the roof area and couldn’t.
The least satisfying things about this level for me are the small grey platforms which are easy to overshoot and some platforming challenges which have a 10 second run to retry, I think they could be better if they had more safety instead of a long fall.
I gave up a challenge over a bubble jump off a tower that would’ve required me to risk falling to the abyss.. maybe the roof route was there.
Thank you for the inputs. I'll be working on improving many of this areas of frustration, and roughness. Probably doing some reworking on the movement as well. Thank you for playing and for your analysis!
Feels pretty good to move around in, although very unpolished. Art looks neat. I feel like it's hard to judge further until the game has all the missing pieces in place (minigame, chase sequence etc.) and maybe a little more polish. (That's why I like to do vertical slices)
First Impressions: If this is a furry game, my expectations are high, last furry platformer I played was Pseudoregalia. Your menus aren’t great, but Godot UI tools are ass. My steam controller worked in the menus, but not in-game :( These enemies are not cheesed to meet me. mm-mm, no no, sfx too high, too much boing boing noise on everything, less boing boing. I will assume you know that the camera clips
Afterthoughts:
So yeah probably didn’t get the full experience since I’m on M+KB, jumping on smaller platforms and reading notes was impossible. I did try to find the controls in the options, but I couldn’t.
What I liked:
I liked the castle, and I thought I found a bug in the map, but it was a cool underground area, neat! I like being rewarded for exploring. All the movement tech is there and solid, art is great, all that is left is to iterate over content and I think it won’t be difficult for you based on the one level.
Things that didn’t work the way I thought they would:
Ground pound didn’t hurt enemies, I tried doing that mario jump but I couldn’t. I also don’t know how. I tried wall jumping from one wall to the other, no success.
Weird that your controller didn't worked! I wonder if it's due to it being a steam controller. It's hard for me to test. But I'll polish M+KB support for these cases. Thank you for the inputs. I'll work on the weaknesses of the game and polish it up
its awesome shit, played on a ps5 controller and had no issues
running around felt smooth and fun
i liked doing short hops and airdashes everywhere i went kind of like how you can dive and do speedkicks in mario 64, im not sure it makes you go any faster though
character model and animations look great!
maybe this is just because i am a movement autist, but i feel like the moveset is begging for a little more sauce, something like a sideflip or a way to better gain/retain momentum. This might just be because the current level design is pretty open and mostly trivial to traverse. im sure it will eventually get more involved
i like the rats that club your shit with cheese
showed this to my friend and he judged the main character design to be atleast 31% horny
the footstep/running sound effects are maybe a little out of place and distracting for me
great stuff, excited to see where this goes, keep up the good work!
Thank you for playing! The movement on your game is so good. I agree I need to add something else to spice things up a little bit. Short hops and air dashes is indeed faster than just running! But it's hard to tell from visuals alone. Thanks again for the inputs.
Comments
Cute game :> I dont have a lot of experience with platformers outside of my childhood, last time i played one was super mario galaxy in 2012 i think. The movement feels very polished. The art is cute, especially for the main character.
The enemies feel a bit clunky/ non threatening. The level design is a bit average in my opinion, not bad but not great. Its well done for the style but there is nothing that stands out to me. The appearing platforms from the wall feel a bit weird considering you are timed and have to flip your camera 180 degrees.
I do like that the small bones vary in colour, it gives the world more charm, but i feel like that could restrain mechanics in the future? I imagine the blue or red coins in mario as an example. But i suppose you could always just give it a different model to make it stand out from the normal bones.
All in all i think its well done though, and im looking forward to seeing more. :>
Thank you for your inputs! I agree with you. I'll be working on polishing the stuff that's currently in. The level design is one of my biggest weaknesses so far. But my hope is to get better with practice. Thanks again!
- If I'm not mistaken, "Mel" means honey so she is "Honey the Caramel Dog". That's the sweetest name ever. The bubbly footstep sound effects are fittingly silly.
- The model and animations are excellent, except for maybe the running which looks appropiately stiffer than walking but it doesn't limit your mobility any.
- The sequence where you gotta climb on disappearing platforms next to a wall seems a little inconsistent. I had to get multiple times to the top before I could jump on the elevated platform because it would go up and down out of sync with the platforms on the wall.
- I only got 5/6 bones because I couldn't figure out how to get to the top of the castle in the middle of the stage. However, the small bones do a decent job at leading the player otherwise. Nevertheless, I found the underground section earlier than expected because the camera clipped into the stage geometry, and I got to see everything.
- Also, I tried buttstomping the rat enemies, but they didn't get squashed. My disappointment is unmeasurable.
- I only found one noteworthy issue: If you walk towards the wall from this platform Mel will elevate in the air without doing the climb animation. I'm only pressing forward here.
- Overall, I think that the game looks pretty good.
- Keep up the good work.
Thank you for playing! I'm glad that you mostly liked it so far. I'll address these bugs that you found, and polish the stuff that is currently in the game. Thanks again for the inputs!
First time playing. Where are her pants?
Mouse sensitivity is too high with no option to change it. Options menu breaks when I alt-tab.
I kept glitching through the map and falling until I couldn't get back up, but that seems to be a feature since there are items to collect down below?
Also the view gets clipped if I'm too close to the wall.
Thank you for playing, and for reporting all of these bugs. I'll work on addressing them and polishing the stuff that's currently in the game.
Nice foundation.
Hopefully with adding more dangerous enemies and some environmental hazards. The mouse enemies were not cheesed to meet me.
xD. Thank you for playing! Now it's to polish all the stuff that we have, including the enemies ;)
Still marvellous like last time. Core gameplay is even more solid, and I love the new mechanics! The new map is larger and imposing, but doesn't feel empty, barren or stretched out. Loved the secrets and multiple connected areas! Looks like a proper place too while still being an actual level. Hope to see it fully polished next time! Just some thoughts:
Keep at it! I'll kill you if you don't. Can't wait for the Attack and Running Attack animations!
Thank you Ithiro! I promisse I'll see it through completion!
kala bopc viadu kkkk jogu liçhu
i have no idea how to get on the roof so no 100% for me. the bubbles are a nice mechanic to add; since the bubble refreshes your air-dash maybe you can also have "wall-bubbles" that refresh your wall-climb? the pole-climbing mechanic needs some introduction that isn't over an abyss since in some games you jump in the opposite direction while on the pole and others you jump through the pole (i guessed wrong).
and finally the timed platforms that slide in and out of the mountain are a bit harsh for a first level. the platforms are small, the timing is strict, there's no imprint on the mounting to see where the platform will come from and on top of that you can't really get a good overview of what is happening.
Thank you for your inputs. I agree with you. I'll be working on polishing all that I've got so far, tweaking stuff, improving the level and the movement mechanics as well. I need to make proper introductions for the mechanics too. Thanks again!
I tried to find a way to the roof area and couldn’t.
The least satisfying things about this level for me are the small grey platforms which are easy to overshoot and some platforming challenges which have a 10 second run to retry, I think they could be better if they had more safety instead of a long fall.
I gave up a challenge over a bubble jump off a tower that would’ve required me to risk falling to the abyss.. maybe the roof route was there.
roof route is not there
Thank you for the inputs. I'll be working on improving many of this areas of frustration, and roughness. Probably doing some reworking on the movement as well. Thank you for playing and for your analysis!
Feels pretty good to move around in, although very unpolished. Art looks neat. I feel like it's hard to judge further until the game has all the missing pieces in place (minigame, chase sequence etc.) and maybe a little more polish. (That's why I like to do vertical slices)
Thank you for playing! I"ll work on polishing it towards a finished state, so that people can direct it even further! Thanks again!
Game: Mel The Caramel Dog
First Impressions: If this is a furry game, my expectations are high, last furry platformer I played was Pseudoregalia. Your menus aren’t great, but Godot UI tools are ass. My steam controller worked in the menus, but not in-game :( These enemies are not cheesed to meet me. mm-mm, no no, sfx too high, too much boing boing noise on everything, less boing boing. I will assume you know that the camera clips
Afterthoughts: So yeah probably didn’t get the full experience since I’m on M+KB, jumping on smaller platforms and reading notes was impossible. I did try to find the controls in the options, but I couldn’t.
What I liked: I liked the castle, and I thought I found a bug in the map, but it was a cool underground area, neat! I like being rewarded for exploring. All the movement tech is there and solid, art is great, all that is left is to iterate over content and I think it won’t be difficult for you based on the one level.
Things that didn’t work the way I thought they would:
Ground pound didn’t hurt enemies, I tried doing that mario jump but I couldn’t. I also don’t know how. I tried wall jumping from one wall to the other, no success.
Weird that your controller didn't worked! I wonder if it's due to it being a steam controller. It's hard for me to test. But I'll polish M+KB support for these cases. Thank you for the inputs. I'll work on the weaknesses of the game and polish it up
Yeah I noticed that the left thumbstick isn't picked up in some games, think it's a quirk of the controller
its awesome shit, played on a ps5 controller and had no issues
great stuff, excited to see where this goes, keep up the good work!
Thank you for playing! The movement on your game is so good. I agree I need to add something else to spice things up a little bit. Short hops and air dashes is indeed faster than just running! But it's hard to tell from visuals alone. Thanks again for the inputs.