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
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Ellie and Osh: Early Alpha!'s itch.io pageComments
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:
- Ground pounding on yellow blocks causes some form of endlag until the character gets back up.
- The game can be paused during the animation for getting a star.
- Going into a door and then immediately going through the next door has the character walk through a close door.
- The ground pound should work more like Sonic Colors which removes the horizontal momentum to land on a specific spot.
- The ramp pictured below is a softlock after clipping into it which is pictured below.
- Sonic fans like to glaze Dream Team as this game with open-ended Sonic levels and indies should look through that now that it has 2 recomp projects.

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.
You’re back! Nice progress, I like the new characters! Also the flower particles as you run through flowers are cute.
A few things:
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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.
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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.
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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.
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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.
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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.







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