Oh, almost forgot: you should include a description of what's different between the difficulties, because there's no standard: they mean different things in different games.
Some feedback: the tutorial room doesn't work; you just get thrown in an empty room with a non-functional door until you exit via the pause menu. Also, there should be subtitles during the intro cutscene, and I'd like an anti-aliasing option if possible. By the way, is it just me, or does the camera move at a lower framerate than what's set in the options? The first boss arena especially felt low-framerate no matter how much I lowered the settings, and when the boss killed me, I wasn't able to pause the game anymore until I beat the boss.
As for gameplay, there's too much forward momentum, which makes precise platforming unnecessarily difficult (especially this early in the game). 3D Sonic gets away with it because of the homing attack (which instantly kills momentum upon hitting an enemy), and 2D Sonic gets away with it due to there being fewer ways to miss a platform or lose track of yourself in 2D space. Maybe you could add a ground-pound move to get around this issue? Also, the jetpack and forward-dash should switch buttons; there were several times where I'd go to jump, only to dash off the platform instead. Swapping the buttons would fix this while also letting the X button do something while on the ground.
On a different subject, it would be beneficial if similar-looking objects that act differently from each other get recolored (such as ordinary wood vs. collapsing wood or normal sand vs. death sand). Plus, the death sand should kill the player faster than it does. Also, I'd appreciate if pushing the red button in the sand level had the camera cut to what it changed, like the Zelda games do.
Lastly, how do I attack/kill the tower turrets in the sand level without getting hit myself?
The current build on here is p old now. A lot of these things are wip or have already been fixed/changed. As for the tutorial issue that is a bug we haven't heard of before but that tutorial is being reworked anyways.
Anti-Aliasing won't be added. there is a technical reason for this.
Unless you're playing on an older build the camera should be tied to your current framerate. I don't know why you would be experiencing low frames in the first boss arena if you're not dropping frames elsewhere. I'll be sure to keep an eye out for any issues relating to that.
Lastly jetpack and the dash is planned to be swappable however hover is meant to be supplementary to the rest of the kit. Also there is a reverse jump (similar to how a ground pound would work) already present in the game. though in general everything in the current public build has been completely reworked under the hood as well as new attacks/movement having been added since.
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Oh, almost forgot: you should include a description of what's different between the difficulties, because there's no standard: they mean different things in different games.
Currently in the public build it affects the enemy count and debt/score rates. this is subject to change in the future
Some feedback: the tutorial room doesn't work; you just get thrown in an empty room with a non-functional door until you exit via the pause menu. Also, there should be subtitles during the intro cutscene, and I'd like an anti-aliasing option if possible. By the way, is it just me, or does the camera move at a lower framerate than what's set in the options? The first boss arena especially felt low-framerate no matter how much I lowered the settings, and when the boss killed me, I wasn't able to pause the game anymore until I beat the boss.
As for gameplay, there's too much forward momentum, which makes precise platforming unnecessarily difficult (especially this early in the game). 3D Sonic gets away with it because of the homing attack (which instantly kills momentum upon hitting an enemy), and 2D Sonic gets away with it due to there being fewer ways to miss a platform or lose track of yourself in 2D space. Maybe you could add a ground-pound move to get around this issue? Also, the jetpack and forward-dash should switch buttons; there were several times where I'd go to jump, only to dash off the platform instead. Swapping the buttons would fix this while also letting the X button do something while on the ground.
On a different subject, it would be beneficial if similar-looking objects that act differently from each other get recolored (such as ordinary wood vs. collapsing wood or normal sand vs. death sand). Plus, the death sand should kill the player faster than it does. Also, I'd appreciate if pushing the red button in the sand level had the camera cut to what it changed, like the Zelda games do.
Lastly, how do I attack/kill the tower turrets in the sand level without getting hit myself?
The current build on here is p old now. A lot of these things are wip or have already been fixed/changed. As for the tutorial issue that is a bug we haven't heard of before but that tutorial is being reworked anyways.
Anti-Aliasing won't be added. there is a technical reason for this.
Unless you're playing on an older build the camera should be tied to your current framerate. I don't know why you would be experiencing low frames in the first boss arena if you're not dropping frames elsewhere. I'll be sure to keep an eye out for any issues relating to that.
Lastly jetpack and the dash is planned to be swappable however hover is meant to be supplementary to the rest of the kit. Also there is a reverse jump (similar to how a ground pound would work) already present in the game. though in general everything in the current public build has been completely reworked under the hood as well as new attacks/movement having been added since.
Found this game during the steam nextfest and I like it 👍 ->
Glad you like it! Keep an eye out in september for an update to the demo!
I’m leaving this comment for posterity, but real talk, this project has been really promising and I’m happy with the progress it’s gotten.
The game looks, awesome guys! Sending love from Smol Bean Games and can't wait to try the full thing!
Keep an eye out we have an updated demo coming in August 👀.