Thank you so much for playing! I definitely got the difficulty curve wrong but I’m hoping to work on something like this again with the same mechanics and a softer progression :-)
Honestly, the difficulty curve was almost spot-on for me, especially in W1. Very difficult but the challenge feels very surmountable, and almost always fair. There's a noticeable jump from W1 to W2, but I think that lies more in that the slimes are much more finicky than anything in W1, and the movement system makes that level of precision inconsistent (most visible in the moving slime in screen 3 and the first slime of screen 5).
Lovely game. I really like that the main mechanic is quite simple, but very elegant and exciting to use! Everything was mostly tutorialized well, but I think that (at least the first world) gets quite hard very quickly. And modestly I'm decent at 2d platformers (finished celeste's c-sides and hollow knight's path of pain), but some screens felt a bit too long for being so early in the game.
Some stuff felt kinda mean, like the pillar of spikes where you have to superjump to get out - I get that you're making a precision platformer but it felt a bit too precise, for being so early at least (still they were some cool jumps).
But still the music, sfx and the character design for the little eye (?) guy are nice. Best of luck for future game devving!
Thanks for the feedback and I agree that the difficulty curve is too steep, I struggled with making the levels good for a newcomer after practicing the game for a month!The other issue was that forcing super jumps instead of wall jumps meant I needed to put spikes on a lot of walls, which made the game harder than maybe it should have been. The combo movement really ties you into specific level designs which is fun for hard levels but not so good for the beginning.
Really appreciate you taking the time to comment though, thank you! Great to have a player who is used to the games I love playing my little game :)
I think a decent fix to begin could be to just have the screens/levels be shorter in the first world. Like if there's a room where you have to do 2 kinda hard jumps, I'd just cut it up in two rooms. I didn't mind that the jumps were hard, I'd have already had a better experience just by not having to repeat a segment before an hard jump.
For the pit/spikes where you have to superjump out from I think you could probably widen it a little bit, just to leave the player more wiggle room to maneuver around and making the pit slightly shorter to accomodate for the change in length.
Yeah, I think I just didn't get the difficulty curve right. I played https://kultisti.itch.io/frogfall today and this was so much fun, and had a great difficulty curve. I think I was worried about early rooms being boring without considering how for people playing for the first time just running and moving needs several rooms to get used to.
I'm planning on making new games so I'll definitely try and keep things more gradual next time!
If you want to make the character more fun to control, I would suggest slowing down wall slides for more control, and then also increasing air control to make levels like the one I screenshoted easier. Also, it would take a lot of work, but the game would be way less frustrating if long jump set-ups were not so strict, because currently you have to be pretty close to the edge to make it. Also, the second jump in this level is way to hard just because the super jump launches you forward but I want to go to the left, not into the spikes. Blink is pretty good for a first game, though. Great job.
Hey! I can't see the screenshot, but maybe that's me not understanding itch?
Thanks for the feedback though! Reducing the wall slide speed sounds like a good thing to do, and for the air control, do you want to be able to move left / right more quickly? I can try tweaking the acceleration of this and see how it feels.
> Also, the second jump in this level is way to hard
I would love to know which level this is... if the screenshot can't be sent feel free to jump into our discord and share your thoughts.
Thanks again for playing and leaving a comment though, it's really helpful :)
Sorry, it's due to me forgetting you can't paste a picture into the comment, you need to upload it from a file. Also, do you need to collect all the gems, or are they just their to tempt people's OCD?
ahh I can see the screenshot now! Sorry this jump felt hard, the super jump should dampen your x-velocity so that the long jump then super jump sends you straight upwards and holding left gets you on the wall.
I guess this is a tricky jump, but it’s definitely a movement the player needs to learn eventually to do the harder levels.
The right thing to do is probably add more easier rooms before this one for practice
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Seems pretty interesting.
50.552 W1 any% 1 death, sub-50 possible
This is genuinely awesome. Very difficult but an incredibly fun and rewarding set of mechanics to interact with.
Thank you so much for playing! I definitely got the difficulty curve wrong but I’m hoping to work on something like this again with the same mechanics and a softer progression :-)
Honestly, the difficulty curve was almost spot-on for me, especially in W1. Very difficult but the challenge feels very surmountable, and almost always fair. There's a noticeable jump from W1 to W2, but I think that lies more in that the slimes are much more finicky than anything in W1, and the movement system makes that level of precision inconsistent (most visible in the moving slime in screen 3 and the first slime of screen 5).
thanks for writing this up! It’s really interesting for me. Really appreciate your time
Can you let us rebind keys please?
I’ll try and learn how to do this and push an update :)
I have pushed an update with key-rebinding. Thanks for the push I needed to learn how to do this
1:43.913 100% world 1 (no deaths too)
also super fun game i really like the movement
Thanks so much! We have a #show-off in the Discord if you want to talk to other people trying to play fast!
what's the world 1 any% record? i'm trying to go for sub 1 minute
There's at least one person sub one minute since the latest update, there was even someone working on a TAS! haha
Lovely game. I really like that the main mechanic is quite simple, but very elegant and exciting to use! Everything was mostly tutorialized well, but I think that (at least the first world) gets quite hard very quickly. And modestly I'm decent at 2d platformers (finished celeste's c-sides and hollow knight's path of pain), but some screens felt a bit too long for being so early in the game.
Some stuff felt kinda mean, like the pillar of spikes where you have to superjump to get out - I get that you're making a precision platformer but it felt a bit too precise, for being so early at least (still they were some cool jumps).
But still the music, sfx and the character design for the little eye (?) guy are nice. Best of luck for future game devving!
Thanks for the feedback and I agree that the difficulty curve is too steep, I struggled with making the levels good for a newcomer after practicing the game for a month!The other issue was that forcing super jumps instead of wall jumps meant I needed to put spikes on a lot of walls, which made the game harder than maybe it should have been. The combo movement really ties you into specific level designs which is fun for hard levels but not so good for the beginning.
Really appreciate you taking the time to comment though, thank you! Great to have a player who is used to the games I love playing my little game :)
I think a decent fix to begin could be to just have the screens/levels be shorter in the first world. Like if there's a room where you have to do 2 kinda hard jumps, I'd just cut it up in two rooms. I didn't mind that the jumps were hard, I'd have already had a better experience just by not having to repeat a segment before an hard jump.
For the pit/spikes where you have to superjump out from I think you could probably widen it a little bit, just to leave the player more wiggle room to maneuver around and making the pit slightly shorter to accomodate for the change in length.
Yeah, I think I just didn't get the difficulty curve right. I played https://kultisti.itch.io/frogfall today and this was so much fun, and had a great difficulty curve. I think I was worried about early rooms being boring without considering how for people playing for the first time just running and moving needs several rooms to get used to.
I'm planning on making new games so I'll definitely try and keep things more gradual next time!
Had a lot of fun precision platforming through this Celeste-like game.
Thanks for playing! Means a lot to me.
Great game, the artstyle is very good
Thank you! Means a lot as I really have no idea what I’m doing haha
This is pretty fun and I'm not even a fan of platformers :)
thanks! Maybe you like platformers more than you realised haha
Hey! I can't see the screenshot, but maybe that's me not understanding itch?
Thanks for the feedback though! Reducing the wall slide speed sounds like a good thing to do, and for the air control, do you want to be able to move left / right more quickly? I can try tweaking the acceleration of this and see how it feels.
> Also, the second jump in this level is way to hard
I would love to know which level this is... if the screenshot can't be sent feel free to jump into our discord and share your thoughts.
Thanks again for playing and leaving a comment though, it's really helpful :)
Sorry, it's due to me forgetting you can't paste a picture into the comment, you need to upload it from a file. Also, do you need to collect all the gems, or are they just their to tempt people's OCD?
They're just for the extra challenge. Also the most recent update slowed fall speed on walls and increased acceleration :)
The slower wall speed made wall sliding way more controlled. Thanks for doing that.
Thanks for the tip! Feels like working with player feedback is the only way to get a game like this feeling right!
ahh I can see the screenshot now! Sorry this jump felt hard, the super jump should dampen your x-velocity so that the long jump then super jump sends you straight upwards and holding left gets you on the wall.
I guess this is a tricky jump, but it’s definitely a movement the player needs to learn eventually to do the harder levels.
The right thing to do is probably add more easier rooms before this one for practice
I also tried world two, and why is there no tutorial on what those bouncy things are? I couldn't really figure them out.
Heyho, I'd be interested in helping with testing!
Thanks! If you join our discord, that's the best way to directly tell me what you think about the game so far!
Extremely cool game concept! It’s a lot of fun!
Thanks so much! Really appreciate you playing the game and leaving a comment