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(+1)

I loved the animation and the game is even better

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I like this, it's very cool.👍

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silly observations: 

1.1 repeatedly crouchjumping has just a bit faster speed than walking and you can full height crouchjump by buffering one after a dive,, makes actually just walking feel a bit silly
1.2 this means its basically just a run button with marginally higher execution barrier and risk
1.3 the dive feels more natural at this crouchjumping speed than the walking speed where it feels kinda jerky / just a bit off with the larger momentum shift

2.1 death time is a bit annoying,, not end of the world and im guessing its a reference to the video or somethi but i havent seen
2.2 trap cycles not being reset after deaths feels a bit weh (think like celeste if youve played that)

3.1 springs in the tutorial took me a bit to understand that u just have to hold space and not time it or fall from a high enough height onto them,, not a huge problem but wawa
3.2 the non-jump spring bounce sends you nowhere at all anyway so idk why youd have that system in the first place (cant think of many places where that would lead to interesting level design) (again compare to celeste where its the other way around bc you have to make a conscious effort to not get bounced by springs bc usually you do want to be bounced and not just kinda stay in place)

Hey there thanks for the feedback and taking the time to play the game! I can give you some quick answers to the points you made!

1.1 This is intentional and is meant for people speedrunning the game and who like to go a bit faster. Its not like you have to do it. But I felt myself that I can speedrunning more fun if I add some other ways to move faster, I will not add a run button because that was already part of it in the beginning, but it had no real point was hard use with all the walljumping and diving. I am actually working on improving the movement controls and it will be updated for some future update.

2.1 In my opinion, it is pretty short already, but I can make the time u spend on a black screen a bit shorter, the animation with the music is in fact from the original source yes, so wont change that.

2.2 Thats just because the scene doesnt reset, and I dont see how it would improve anything to reset the cycle, u can literally just wait.

3.2 It may be different in celeste, but this game isnt similar in level design or movement physics. If you wanna compare it with other games, what about mario? Their Bounce pads also can be jumped on without instantly getting the full jump height, it just gives u the ability to time urself, instead of instantly bouncing off uncontrollably.

Thanks again for your feedback. I wanna make the game as good as I could possibly make it, and things won’t be perfect, but I want to work on it to make it more enjoyable for people, so feedback really helps.

(3 edits)

For the springs, how about adding a little animation (Like less than half a second) of Runbo getting ready to jump? The player can press or hold jump during that time to get the super jump. The springs felt like they were bouncing me too early, and I lost control of my character too many times and died during the tutorial. When I jump on the spring, I instinctively try to time a jump, but doing that made me not jump like I thought it would, and promptly died.

(-5)

Wow, how exciting, this is just another hardcore platformer with the simplest level design. I appreciate your work, of course, and in general so, the game itself is pretty good, but... Could you, how would you put it... Make it a little more interesting? Do you understand? In-te-res-ting. It was just as fun to play as it was to watch the original short. And yet your game has little in common with it.

Well, thanks for checking it out mate. It is currently still in development, and this is far from a finished game, so I understand that u could be concerned. It just doesn’t seem very helpful how you put it. Look, I am not a professional game-dev, or have much experience, since I just started this like 5 months ago. But I am trying my best and want to make this a fun project for people to enjoy. Also, this entire thing is called a “Demo” for a reason. People wanted to play it and get a hand on the controls, and this is so they can try it out and get a feel for it. You should not be worried about how it’s not “interesting” because this is just a glimpse of what the full game will look like.

(+1)(-1)

Thank you for responding, it's great that you listen to other people's opinions. I didn't mean to be rude if anything, I just meant that not many people would want a game based on such a legendary short film to be just, you know, "another hardcore platformer with spikes", I don't think that's the direction this game should go in. Watching the short film, we thought, "how much cool stuff is here, I wish we could play it for real, find all the secrets, see all the endings!" Anyway, thanks again for your hard work, I'm not hating this game, I don't have anything against it and I'm glad someone is taking it seriously.

(+1)

Hey, I was pretty exited for this game, but I've noticed that there are a few things that make this game really unfun. first, (and most present) is the fact that you can't slide on a wall after doing a dive, despite the fact that BOTH levels have sections that seem to indicate that you HAVE to do EXACTILY that in order to pass them. The tutorial has this while teaching you how to wall jump onto another wall (when there's the big hole), and STILL in the tutorial when you have to jump up 2 walls with spikes on them, and getting up there required me to use a glitch where after spawning back in with Pikit, you can jump in the air. However, I could not get past that part because I couldn't make it to the left wall after getting to the right wall, because it required me to do a dive, which again, doesn't let you do a wall slide after preforming. I had to make it across BOTH of these with a glitch, that I had to teach myself.

The other thing I don't like about the game is that you can't run. A sprint button, or even just faster default movement speed would be nice, because it would remove most of the parts of the level that are unfair. Even just more air control / more speed in the air would be GREATLY appreciated.

Keep on workin' on this though! I'm exited to see where it goes!

(+1)

First of all, thank you very much for checking this out. I am still working on this and I am actually currently working on improving the movement, while it wasn’t intended for people to wallclimb after a dive, I got a lot of feedback about it, and it would make the game generally more fun. But, it seems to me that you didn’t quite get the horzizontal walljump mechanic, which is taught to you in the tutorial. You can simply get across all longer walljumps by doing this horizontal walljump, just press the dive button while being on the wall. Its a new mechanic that isn’t in most games so I get that people don’t assume that you can do it. There was actually a sprint button before, but I removed it. You can actually play the version with the sprint, its in the download section. It generally didn’t add much, since u were always required to run anyways, and it was a bit too much to ask for the player to make these advanced movements while also holding down the run button. The running is fixed, but I will add some new mechanic that will make moving around faster and more fun. Thanks again for taking the time to give me your feedback, and for playing the demo!

I was actually checking the comments of this cuz I'm trying to get past the tutorial but I didn't figure out there were two wall jump variants until after looking at this comment. It isn't clear/doesn't feel right that pressing the Dive button would cause a different jump instead of just pressing the Jump button while holding away from the wall

That’s a very interesting idea that I had myself, it would make it easier for people indeed, I wonder how it will affect gameplay, so I’m just gonna try it. I have a question tho because a lot of people seem to have the same problem. There are signs in the “tutorial” showing you which buttons to press, and they show that u need to press the same button that u use for the dash, to do a horizontal wall jump. Did u not read the sign, were you just on the keyboard and didn’t get it or what exactly was it? Its a bit hard to teach a mechanic that isn’t anywhere in other games, so I gotta find a good and clear way.

I mainly play on keyboard as I do not have a controller that works with my PC so I didn't get what the sign meant

U just need to press the same button that u dive with. And also while being on a wall. It was confusing to other too, so ur not alone. Im fixing that for future updates on the game

why does the loading screen give me the feeling this was made in turbowarp? also this is really cool, but i kinda wish it was made with art similar to the animation. maybe i can help?

Hey there, thanks for checking this out. I am working on this in Godot. If u wanna share any ideas or chat, we have a Discord which is linked on the game page!

MAKE THE GAME EASIER I CAN'T EVEN GET PAST THE FUCKING GODAMM TUTORIAL WITHOUT DYING!

(-1)

I will update the demo soon. Note that the actual tutorial is just the part with the signs. The rest is just fo you to get used to the controls and play around, and the spikes part is for people who want a hard challenge since everything else might be too easy. But I get that it is a bit too hard so I will adjust it slightly. You can join the Discord for info on the game.

Sorry but I use a virtual phone number so I can't join the discord

How do you get underground?

(1 edit) (+1)

You don’t, it’s not part of the demo. The final game with all the levels will include the Underground areas and it will also be the main part of the actual game. The surface will be the easiest of all, with a simpler level design.

Will you be adding the original sounds from the video to the game?

Well, I don’t have access to the original sounds from the video, so I will have to make everything on my own or use free online assets. Some soundbits I could edit from the original or make similar sounding ones.

(+1)

I do also think that it could use a bit of a altering the difficulty a bit could make it better such as removing the first spike wall and having a lot less spikes

That’s one of the next things I will do. I already planned to edit a big part of the main level, design it better and make it fair, and also sligthly adjust the training level. Also movement is slightly gonna get adjusted. I not not gonna add much more tho, since the demo is just to get a bit into the game and learn the movement.

Also I did notice that you have some innacucurate sounds on level one such as the Level one music or the death sound. I can send you the correct audio files for more accuracy

Well I took the music from the OST on youtube. Where did you get the files from? Also what do you mean by more accurate?

(1 edit) (+1)

Pretty sounding and looking game, was a little hard though.

(+1)

hey good to hear! Ye I heard that its hard. Definitely need to find a good difficulty for the first level in the final game! Its been hard to tell because I've been playing it for so long, thats why I really appreciate any feedback from players!

(+1)

Amazing Game! This is great!

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