Thanks for the feedback all. :D
---- LTyrosine
Thanks, LTyrosine.
Happy to hear you liked the music and atmosphere. I've only ever done one jam before this, and LD is so short I wasn't really sure if putting work into the atmosphere was going to pay off, or just eat time. Learning experience to be sure. :D
---- Aglavra
I'm glad you had fun with the dash mechanic.
I see you too have an owl in your avatar pic. :)
My owl is a little blocky, yes. My avatar owl is actually from my previous, and first, game jam. The GameBoy Jam #3. Everything in that jam had to be GameBoy resolution, and only 4 colors. Oh my gosh, people made so many cool games. Seriously humbling to see what some of the other developers did within those limitations. Definitely check out the entries for that jam if you get a chance. :D
... not to get off on a tangent.
Anyway, thanks for the comment.
---- skiddings
Thanks for the feedback. I wish I had more time to add some degree of in-game explanation of the story, simple as it was. Yeah, the controls can be kind of finicky. Thanks for sharing your thoughts on both the good and the awkward aspects of the game. It all helps. :D
---- klianc09
Thanks, klianc09. I think that's a good suggestion with respect to the jump height. I'd fiddled with the jump strength a little, and I'd planned for some jumping specific mechanics, but I didn't ultimately have time to set them up. For instance a double jump, which for a bird actually thematically kind of makes sense, as Ceruleine could flap her wings once for a second upward impulse.
Also there was a corner jumping system that actually is in the code, but essentially disabled. After I modified the collision geometry to make staying on tiny platforms easier (yes, it used to be even harder) it became much trickier to pull off the corner kick maneuver since it relied on a (literal) edge case in the physics. I wanted to tune it back to a viable mechanic, but there would have been no time left to test it, so I stuck with the dash as the main special movement system.
With the corner jump, the first hill could actually be scaled without using dash at all. Enough of the code is still in the game that it is still barely possible, but very (VERY) difficult as it wasn't refined to play well with the revised collision geometry.
I'm glad you like Ceruleine's visual interest system. :)
Her feet are actually also handled procedurally. They're not a looping walking animation, or an animation at all for that matter. This is probably easiest to see when she backpedals off a slope. Though, similarly to the above, I tuned the leg rig *before* revising the collision geometry, and it's a little more iffy now. The original system looked really natural, but the same loose physics that made her natural glidy-looking movement turned out to be terrible for actual precision platforming, so I had to reign it in a lot.
That's actually why the controls still feel a little slidy at times. I didn't have the heart to axe the feature entirely, even though chances are no one will even consciously notice her little birdy feet doing their procedural thing. Maybe not my best design decision. :)
Finally, yes, I could see your "Hello, Alien!" game being one of those awesome puzzle titles from the golden shareware era. I love the presentation of it. Reminds me of the old Apogee classics. :)
Sorry to ramble, thanks again for the comment klianc09. :)
---- Will Edwards
Thanks for the comment. Glad the web version worked for you. :)
It's possible that there's an issue with the dash in some browsers that I haven't come across yet.
The way I do the right angle dash is to hold "Up" and press "Dash", then make sure I release "Up" completely, then hold "Right" or "Left", and press "Dash" again. It took me quite a few tries to get it down. Technically you don't have to hold "Right" or "Left", as Ceruleine will dash horizontally in whatever direction she's facing if no direction is held down.
---- TautNerve
Thanks, TautNerve. Glad you had fun with the dash mechanic. :)
Just out of curiosity, were you using keyboard or gamepad?
---- Natrium729
No, that's a fair question. It may not be that easy to tell, but if you look closely, both of Ceruleine's wings actually have bandages around them.
Yeah, I think you're right about the controls, I managed to get them to be much tighter than they were when I started out (see my reply to klianc09 above), but even so, you're right, there's definitely room for further improvement. I think I played it enough to subconsciously get used to a lot of the quirks, so it became harder for me to feel them out. Glad you had fun with it though. :)
Thanks for the feedback.
---- Managore
Cool, glad you enjoyed it. :D
Good call with the slippery blocks. Part of me feels like I could fiddle with the physics, and part of me feels like maybe I should just not build levels that aggravate it. :)
I actually have continued work on the game I made for my previous game jam, and I hope to do the same for Lucid. So with luck there will be more at some point. :)
---- ruerob
Thanks, for the feedback, ruerob.
If you get a chance, can you let me know which browser and OS you're using? That "can't get pickups" bug is a new one for me.
As for the jumping issue on the desktop version, you may have a gamepad plugged in that is resting on one of its buttons. A friend of mine got exactly that issue, but righting/unplugging the gamepad seemed to fix it. I'm going to add in a "disable gamepad input" option eventually, since I know unplugging stuff from a computer is sometimes easier said than done, and some gamepads have to have their custom controls reprogrammed each time they're unplugged.
Thanks again, all.
Please feel free to let me know if I missed one of your comments or forgot to answer a question. :)
And, thanks again for all the feedback.