New games every week!
25th April 2017
In our new series, I look back at this week's game, through the eyes of the players!!
As comments are left on this week's game, this post will be expanded, so be sure to leave plenty of comments.
It's not quite pixel-perfect, and is in fact very much a case of "player's width + grid position", but I did at least attempt to make things as good as I could.
I generally make most of my platform games follow a rule of "Width and a bit" to account for that, and also tend to give the player about 4 frames of "can still jump" whenever they run off a ledge.
That allows the player to do those last-minute jumps that are occasionally necessary.
Given that I wimped out on creating a much nicer looking Witch character, I think she turned out rather nice.
Same goes for the enemy sprites. When I started, I thought "Yeah, I could animate some nice enemies!" but in the end I was far too lazy.. .. and/or played too much Zelda again!
Yeah, I probably shouldn've narrowed the Blue-guy's collision a little. Meh, live and learn!!
Originally I was going to put up a blue circular shield for the player, but then noticed the star sprite, and wondered how well that might look, instead.
It doesn't look too bad!
Yeah, I'm starting to like the idea of making the beginning of games be sparse, empty, and death free. It seems to give players enough time to get used to the controls, without making an actual horrible boring "Tutorial!"
Additionally, the lava doesn't properly start to move until you're about 2 or 3 platforms up.
Due to the gradiented sloping tiles, there are occasions when the sign would float off the ground. I opted to hide this, by lazily hiding the sign!!
By the time they start to vanish, the player should be comfortable with the game to know when to turn around.
The delay was a last minute addition.
Without it, it's far too easy to spam the Swish button and jump around without a care.
For a moment, I considered making the Stars replenish the Swish, and have it be a battle between collecting and fighting.
Maybe I should've tried that..?
Yeah, as an experiment in gradiented sloping tilemaps, I think it turned out ok. Next will be to make a more substantial game using the same techniques!! But we'll save that for another time.
New games every week!