Played the first level for a bit. Didn't even read the controls but still managed to figure most things out by the end, must be a good sign. Pretty fun
Thank you so much for playing! I am watching you play, and I notice you are JUST hitting 60fps. What are your specs, by the way? I would like to know as that means you kind of have like bare minimum requirements.
Played on a hp victus 15, Intel i5-13420H, rtx 3050 6gb laptop, 16gb ddr4 ram. Keep in mind the penalty for recording and also having a bunch of shit opened
Really cool stuff dude! I think these cute animal mascot designs are working well. Fun characters to control to zoom around Banjo Kazooie levels. I think the challenge for you will be designing levels that take advantage of type of 3d platformer character moveset you've created. The collect-a-thon style of levels from Banjo Kazooie worked well enough but I think exploring a few new types of level design (for example, get-to-the-end style sonic levels, segments of connected areas in a void like Mario Galaxy, puzzle/capture stuff like Ape Escape, etc) could be worth spending some time on. Good progress and keen to see the next iteration!
Thank you for playing my game! 1) Oh? I'll have to look at that. 2) Does pausing during a "Goal Get" animation cause an issue? 3) I know. I'm working on it. Sorry 4) It does remove a certain amount of Horizontal momentum (15% of it) and if you hold in the jump button upon landing, you bounce back up, but if you don't, you land on your butt. I'll see if I can manage to get a good balance. 5) The collision in my game has been a struggle from day 1. I apologize. Thank you for noting that, I'll try to tighten it up. 6) You're not the first person to suggest getting inspiration from Dream Team. When making my second original level, I'll look toward that game for inspiration.
There is no issue for pausing during a Goal Get since I am able to unpause and resume the game as normal. That said, the pause button should be disabled so that people can't return to the spawn while they're in the animation.
I watched your video. Thank you for your critique, and thank you for playing! I will definitely be making a tutorial sometime soon. I was going to do it for this one, but I just didn't make it in time.
You’re back! Nice progress, I like the new characters! Also the flower particles as you run through flowers are cute.
A few things:
When I press Escape to close the menu, it seems to instantly detect that key-press once the menu is gone, and re-open the menu. The only way to get out of the menu is to press Esc very quickly, before the nexy frame presumably.
Every time I enter the options menu and then try to exit, it seems to go to the next character head for the same reason - it’s detecting the Enter input from me wanting to go into the menu, after the menu opens.
I know your focus is probably on the controller experience, but I would expect WASD and/or the mouse to be able to control menus in PC games, and it took me a few seconds to figure out that I needed to use the arrow keys.
When you go to the jump pads that are next to the lava pool by the plant, if you accidentally slide between the slanted wall and the jump pad, it’s a bit glitchy. Might wanna expand the collider into the wall a bit more.
The camera can still get “trapped” by the hitbox of walls and stuff, making you unable to look to the right when standing next to a wall on the left, for example. Normally to prevent this, games would let you turn the camera any way you want, but bring it closer to your camera if a wall is in the way.
Comments
Played the first level for a bit. Didn't even read the controls but still managed to figure most things out by the end, must be a good sign. Pretty fun
Thank you so much for playing! I am watching you play, and I notice you are JUST hitting 60fps. What are your specs, by the way? I would like to know as that means you kind of have like bare minimum requirements.
Played on a hp victus 15, Intel i5-13420H, rtx 3050 6gb laptop, 16gb ddr4 ram. Keep in mind the penalty for recording and also having a bunch of shit opened
Really cool stuff dude! I think these cute animal mascot designs are working well. Fun characters to control to zoom around Banjo Kazooie levels. I think the challenge for you will be designing levels that take advantage of type of 3d platformer character moveset you've created. The collect-a-thon style of levels from Banjo Kazooie worked well enough but I think exploring a few new types of level design (for example, get-to-the-end style sonic levels, segments of connected areas in a void like Mario Galaxy, puzzle/capture stuff like Ape Escape, etc) could be worth spending some time on. Good progress and keen to see the next iteration!
I played through the demo, here is what I found:
Thank you for playing my game!
1) Oh? I'll have to look at that.
2) Does pausing during a "Goal Get" animation cause an issue?
3) I know. I'm working on it. Sorry
4) It does remove a certain amount of Horizontal momentum (15% of it) and if you hold in the jump button upon landing, you bounce back up, but if you don't, you land on your butt. I'll see if I can manage to get a good balance.
5) The collision in my game has been a struggle from day 1. I apologize. Thank you for noting that, I'll try to tighten it up.
6) You're not the first person to suggest getting inspiration from Dream Team. When making my second original level, I'll look toward that game for inspiration.
There is no issue for pausing during a Goal Get since I am able to unpause and resume the game as normal. That said, the pause button should be disabled so that people can't return to the spawn while they're in the animation.
I see. I'll disable pausing while in cutscene mode. Thank you!
Gave Ellie and Osh a go. It was very cute. I'm sure you're aware of all the problems I point out.
I watched your video. Thank you for your critique, and thank you for playing! I will definitely be making a tutorial sometime soon. I was going to do it for this one, but I just didn't make it in time.
You’re back! Nice progress, I like the new characters! Also the flower particles as you run through flowers are cute.
A few things:
When I press Escape to close the menu, it seems to instantly detect that key-press once the menu is gone, and re-open the menu. The only way to get out of the menu is to press Esc very quickly, before the nexy frame presumably.
Every time I enter the options menu and then try to exit, it seems to go to the next character head for the same reason - it’s detecting the Enter input from me wanting to go into the menu, after the menu opens.
I know your focus is probably on the controller experience, but I would expect WASD and/or the mouse to be able to control menus in PC games, and it took me a few seconds to figure out that I needed to use the arrow keys.
When you go to the jump pads that are next to the lava pool by the plant, if you accidentally slide between the slanted wall and the jump pad, it’s a bit glitchy. Might wanna expand the collider into the wall a bit more.
The camera can still get “trapped” by the hitbox of walls and stuff, making you unable to look to the right when standing next to a wall on the left, for example. Normally to prevent this, games would let you turn the camera any way you want, but bring it closer to your camera if a wall is in the way.
Thanks for playing! I will do everything I can to try and make the mouse/keyboard experience better for next time.