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Omg yisss! as a big fan of parkour in games NEAVE has amazing movement and is very responsive and I absolutely love it! Now for the constructive feedback:

Depending on what your game is going to focused about, You might want to look into "hang time". GameSpot has a great video-interview with a Game Designer/Game Developer from Dead Cells on this.

You handle a lot of different cases which is really impressive. However, you might want to look into allowing players to move more vertical as well:

Example 1: 

When jumping against a wall, if you do your ledge-detection and it returns false and the player jumps at the apex, you should allow the player to then jump and switch direction. This new force should (perhaps) be the same velocity as a regular jump but turn 45 degrees.

Example 2:

If the previous exampled has been implemented. That would allow this next example to take place(if the velocity of the new wall jump is strong enough). A design decision would also needed to be made. This is regarding camera direction and the direction of the player. In Mirror's Edge, you press Q to switch the player 180 degrees while in Sword with Sauce direction of the wall jump is dependent on the current velocity of the player.

Lastly, allow me to indulge you to my totally amazing stick figure drawing...

Example 3:

I think this is kinda self-explanatory. ^^


If you have any questions feel free to contact me on twitter @darkphlox

Thanks for the amazing demo and good luck with your game! <3

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Thanks for playing the demo! The drawings are very helpful! Thanks for taking the time to do those. I agree that some sort of movement to allow vertical climbing could make for some really interesting/challenging levels. I'm going to look into a way to do this. I think that could be super sick!

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I really like what your making here! Movement feels so slick. Reminds me of Mirrors edge and Dishonored. Would love to see a example puzzle/race/level to test my skills. Some notes:

- When playing with a controller I couldn't use to cool sideways slide because as soon as I let go the slide button to look with my right thumbstick the slide cancelled. Sliding using a trigger would leave my thumbs free for movement and look.

- When wall jumping between the green blocks while using keyboard and mouse I kept trying to use my mouse to adjust the jump angle. I kept hitting the front side of the green walls. I then realised it was more about the timing and looking where I wanted to land did not work. This was easier with controller because right thumb was occupied with jumping so I was forced to use only timing and some movement correction.

- When sliding with mouse and keyboard I expected mouse look and WASD to micro adjust my slide but it felt like it didn't.

- Sliding didn't always feel like it was matching my running speed. This meant I would get a speed boost when starting sliding and I would overshoot my slides. Sliding feels like it loses speed in three stages: 1-drag reduces speed. 2-slide camera tilt stops. 3-transition to crouch speed. It might be nicer to have the camera tilt switch to happen simultaneous with step 3-transition to crouch.

Can't wait to see where this goes. Big fan!!

Thank you so much for the feedback!

In order of your bullet points.

1. I was thinking the same thing about moving the slide to a trigger! It makes sliding really annoying. Ill also will include the ability to map the controller buttons so people can have any layout that works for them.

2. I did a little tweaking to this so that you don't collide into the green blocks as much. I think in this particular instance, the level design is the issue and needs to be a little more spaced out which would allow for the mouse look wall jumping to be a little more effective.


3. WASD does currently adjust the slide but it is by a extremely small amount right now. I'll make it a more noticeable amount.

4. This does seem a little weird. Ill try to get the camera lean and the slide better aligned.


Thanks again for playing the demo!

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i like this

Thanks!