Major changes in the overall feel of the game


🟨The new update comes again with many improvements regarding to the player's control in general but also in almost every aspect of the game. Therefore, in order to not type a wall of text, I'll be concise.

New camera style and transition
   ➥The new camera moves less, instead of always following the player where ever he goes, which improves the player's awareness of the character's position, as well as the hazards around.



Tutorial extended
   ➥The initial area was extended a bit in order to give the player more time to get used to the game and so to ease the learning curve and also other minor changes. Later, when there is more content, this tutorial will be subject to changes or even a complete redesign. 


✅Player's movement abilities and control
   ➥All the feel or the 'weight' of the player's movement was changed to be more fluid, responsive and satisfying to control.
   ➥You can now destroy the ground with the smash ability when indicated.
   ➥Jump detection is improved similarly to how coyote jump works. What Coyote Jump does is give the gameplay a more fluid feel, which consists in allowing the player to jump briefly after leaving the floor, which is quiet useful when you are next to an edge. The same happens for the jump, but in the other way around. When you are very close to the floor, even if you are not touching it, the jump action will be register and will be executed once you touch the floor.
   ➥Jump sustain added.
   ➥Double Jump was removed due to the lack of synergy with the new jump sustain. It also would give too much vertical and horizontal momentum, so I think It was the best thing to do.
   ➥Before, you could walk or run. To walk you'd need to slightly move your analog stick, moving a little further and you'd run. This was removed because a lot of times the player could unintended lose momentum while trying to dash or to grab the wall. Now you just run, no walking state.
   ➥Wall jump had an overall improvement . Also, if you are jumping while next to a platform edge and leading to the wall direction, you'll perform a small hop to the platform.
   ➥Even though more subtle, the dash trajectory correction when close to the corners now works too while jumping 
   ➥The precision of collision when next to the edge of the platform was improved. The animation for it was also added.
   ➥A new respawn animation and sound effects were added



✅Also, a lot of bugs and other minor improvements were made. Lot of them will only be noticed when there are more content to play.


Finally, I wanted to say thanks to everyone who played and gave me these crucial feedbacks. It helped me a lot to improve the game. Now that I have a more mature project, I believe I can call it a game, so I'm now moving from the prototype stage to the alpha stage and focus more on the content creation.


Leave a comment, follow me on twitter @RafaRPM_ and I see you on the next demo release. Thank you for the reading!❤ 

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