Комментарии:
Add a drawing sandbox optional level
ОтветитьGOOOOD SHIT! KEEP IT UP!
Ответитьso I was looking at the trail that the player has and thought maybe when you beat a level it shows what you drew in like "a this was your path",
or just a time trial thing where it shows your old path as you play.
I wanna speedrun this game sooo bad
ОтветитьLove the game so far. Just want to say the the trail the player leaves looks kind of messy. If it was a consistent fluid line it might look better, but now it looks choppy and inconsistent
ОтветитьWhen you go into the finish, the trail point stays there in a solid color.
ОтветитьThis game looks really promissing, good work man !
(Also congrats for the 1K subs)
yea man love the game only suggestion I'll give is for you to actually make a max length for the player's trail for in its current state I guess that it is just a little OCD enticing for some p-layers
ОтветитьGhost mode = Little Big Planet flying
Change my mind
pronouncing kvistbro like that is a sin that will never be forgiven
best regards- me a swede
maybe change up the background on vertical levels
ОтветитьHi awsom
ОтветитьV
ОтветитьK
ОтветитьCrouch Slide It Will Be Cool
ОтветитьIs this game out yet? I cant find it on steam.
Ответитьit's hard to tell from the video, but a possible problem could be the ability to infinitely climb a single wall with wall jump combined with double jump?
im pretty tired right now so apologies if that was mentioned anywhere in the video
Wait, that wall jump only level actually looks fun. I wanna try it.
ОтветитьMaybe when you are sliding down walls you can make the player slide faster and faster and faster and faster and faster and faster and faster and faster and faster
and faster by time until he gets/jumps off the wall.
That was actually very helpful. I was looking for some more GMTK like game design content.
Hope your channel grows big. Keep it up
You should consider putting spikes on the outer side of walls since players will be able to just double walljump up the outer side of walls to skip over challenges
You could also intentionally keep the outer side of walls non-spiked in some situations if you think it would lead to more challenging or interesting situations
Not going to lie, that wall jump and spike level looks amazing.
ОтветитьI actually liked that level a lot, the one at the end. It kinda reminds me of one of my favourite mobile games, called wall kicker
ОтветитьSo I've been working on my first 2D platformer on and off for 2 years now. Problem is, my dumb behind decided to make it a metroidvania with deep lore...
I've restarted with more experience and I decided to temporarily turn it into a normal 2D platformer. Your level design talk is helping a lot!
Also, I just watched a really good GDC talk on the level design of Celeste.
that spike level at the end honestly looks like your most interesting level thus far
ОтветитьI skipped this one so I've just gotten back round to it. The playground looks like a great solution to my old comment. I do think hub worlds are awesome although usually underutilised in 2D games
ОтветитьPlatformers don't follow a path to the left because we 'generally speaking' read from left to right
ОтветитьFor the game im making every boss thats defeated makes the player remember certain skills or after the 3rd boss he gets a shield after the 4th he learns simple magic etc
ОтветитьWhy not make that bubbly grayish circle background you use a background in your game?
ОтветитьThat last clip of that “ultra hard” level was amazing! Idk how many levels you are putting in but I’d certainly be looking forward to playing that level 😁 talks a lot about my inability to design things for other people to play - always waaay too hard
Ответитьyou should play celeste
ОтветитьWhy not make the main menu the playground? The player has to know how to wall jump to get to New Game or something.
ОтветитьNow I wanna buy the game just to go up on a wall like that. Ya know, the one you said was really satisfying. Btw thank you for teaching us design. I agree with everything here. (Not binge
watching)
just came across your channel pure gold as a game dev.just subbed
ОтветитьLearned a lot from this - thanks for sharing your insights!
Ответить>It's horrible, makes no sense, and should/will not be in the final game.
Sounds like Path of Pain from Hollow Knight. Though, that actually worked out! Put your level in the final game!!!
The left to right direction is simply based on our reading direction. Japanese game makers got inspired by western games and just took over that habit, eventhough their reading direction is right to left
ОтветитьIs it just me or do you sound like mumbo jumbo
ОтветитьIt's ironic that you say a platformer shouldn't go left, and then you immediately mention Pitfall. The pro-move in Pitfall is to go left. This gives you an advantage because the enemies move away from you since they start on the left side and move right.
Ответитьwhat game engnine/software are you using for making your games?
Ответитьerr you didn't make up a jump grace period
Ответитьget rid of u adz doofy dooger!?!?!?>>>>>....>> 2
ОтветитьFor those newbies who wants to make a game as I am. This kind of videos are very very important and useful. TY
ОтветитьOne thing about never moving left - there's an old game I can't remember of where you started on the right and moved left, because you were the bad guy and bad guys always come from the right.
Ответитьthe best way to play pitfall is to go left from the beginning. blew my mind when someone showed me that.
ОтветитьI know, I've done the "cut to black and whisper" joke a lot, but you have to understand, it's only because I'm a comedic genius.
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