Feedback for the demo (issues, bugs, what you liked etc.)

PSX style Crash Bandicoot fan game made in Godot 4 · By
Definitely the foundation of a great fangame. My nitpicks are minor: The midair controls feels like I'm on ice in Crash 2 or 3 - a bit too much inertia, most noticeable when trying to break that one cross-formation of crates with the bounce crate in the middle over the river. The bonus section felt a bit simple, but I like that missing the slide jump was recoverable instead of forcing a restart.
You've avoided BS hidden crates like in IAT, which I thank you for. I want to say the level could have been longer, but the crate count is right around average for a PS1 Crash title. Maybe you could take the giant crate pile at the very end and spread it out through another corridor before the exit? Just spitballing.
The things you've changed are things every PS1 Crash changed from its predecessor, and you've kept all the stuff that matters. The alien aesthetic implies a lot of interesting things for the story. Very much looking forward to the next release from this project!
very awesome,the only issue are the controls.
its to slow to start and then when you stop it slides, the camera does something like moving a little bit to left, right, etc and that messes up jump direction quite noticeably.
changing directions makes crash go circular and one just falls waaaay too easily from plaftorms thanks to this and that mini slide when you stop pressing a directional key.
i played wrath of cortex, coindentally, the past 4 days,for the first time. those control were kind of horrible,its not as bad as here since that game does not ask precision jumping like the demo.very troublesome for doing jumps that require precision.
graphics, the game cover ,the animatosn and 3d models,the logo and everything looks super good,very beautifully well done,congrats!!
oh, and please please let one choose yes or no fast on the death screen. as awesome the animation looks, i still want to be able to play again asap after watching that animation a couple of times.
you could do it the first time unskippable and the either a shorter animation or letting be possbile that one choses faster.
the level design is really good!
My feedback after playing the version 1.0.1 :
I've played a lot of 3D fangames and this one is by far the best even if it's the demo. The game perfectly nailed the PS1 feeling and the original Crash's spirit. The level design, the graphics, the blue gem secret, everything concept speaking is well polished.
Gameplay speaking : great, the difficulty of the level is well balanced, the control is a perfect mix between the Crash 4's physics and the old games feeling. I really appreciate that you made the hob slide technique so much accessible because in the old games that was pretty hard to master. My only little issue is some enemies have weird hitbox. Especially the snake that I've been able to kill pretty far and sometimes not and I end up beeing killed by it.
Music and sound design : the music is purely Crash Bandicoot, especially the title screen one that made me feel playing a brand new official PS1 Crash game. Just too bad the bonus music isn't original but maybe it's a placeholder? Sound design is very good but I still miss the good old Crash's "woah"! :')
Bug reports : when I did the time trial, The first mask gave me the invicible ability so I was surprised that I just broke the crates instantly instead of bouncing. Another very frustrating bug is the crates not breaking when you jump on them, there must be a collision detection issue with Crash's feet. Another very funny one is when I jump on one fish, Crash died (because I jumped too high?) and never respawn! xD
Keep up the good work! I'm excited to see more!
Huge fan of this! The aesthetic is awesome and I find the gameplay to feel pretty nice and tight (the acceleration and box bouncing especially feel much better after this first patch). Love that Coco is playable too. yay!!
I do have some small gripes, but these are mostly personal preference and I'm sure you probably won't have much reason to change them since I'm very nitpicky and it seems like they're by design, but I figure I'll describe a bit anyways.
The first thing I noticed that I'm not really a fan of is that the slide jump is much more akin to Crash 4's slide jump, where your speed pretty much halts entirely once you jump (not sure if this only affects the 2D mode or what...? But I noticed it the most in the bonus stage). I personally think this feels terrible and vastly prefer the classic-style slide jump where you don't get this tremendous loss in speed. On that note, I also am a little sad that this game doesn't have the classic slide-spin-jump tech that Crash 2 and 3 have, but that one is ESPECIALLY a nitpick from me because I just like randomly doing that technique a lot when I replay those games, haha.
Either way, I'm super excited to see where this goes.
This was great! I've only gotten to the platinum time relic for now and I just gotta say you nailed the look and animations of what classic Crash is. I really liked the circle pointing to where you'll land out of Crash 4, it was refreshing seeing you didn't just look in the originals for inspiration, a lot of proyects can be seen very solely inspired in the past to make something new and I'm glad that, while this does rely in the past aesthetics of the franchise, it doesn't really solely have to play like them entirely. I also enjoyed the implementation of the camera and how it switches from the classic hallway to 2D!
That said, I think the controls aren't quite there yet, while I do like the implementation of the double jump seen in Crash 4, as (for me) that's the best a Crash game has ever played, I feel like the controls are a bit floaty. Like think for example the death animations or how you fall into a pit, it's really fast, that would give you the impression that Crash/Coco have some weight that just isn't there for the rest of the gameplay. I don't know if it makes much sense explained like that, but it's the only comparison in game I can think of to display how the weight feels a bit inconsistent. It does feel floatier than Crash 4 and not as weighty as Crash 2 or 3 (Crash 1 is way too stiff and heavy for the kind of gameplay you're implementing here and that's completely fine). As another comment put it, it also feels a bit slippery, which exacerbates the floatiness of the movement, that's probably the most pressing issue.
Overall great work on this! I'll be looking forward whenever you decide to update or share progress!