@sgstair Thanks for playing it on your stream! I really love seeing other people playing my games, and I'm sure a lot of other devs feel the same exact way!
@maximo-peach Thank you! I was really happy with how the art turned out on this one. During the early stages I decided to go with the smaller pixel size. Made all the animations much easier to make, and overall I think it looks a lot "cuter" for lack of a better word.
@theslate Thank you so much! I am pretty happy with how this one turned out.
@laguna HAHA! That's really awesome to hear. Both of my games have been pretty similar in that they just sort of start without any messages about what to be doing in game. I'm really glad you found it fun rather than frustrating because I can totally understand either reaction. I think that was my favorite thing about this game. The general equation for gravity just happened to turn out feeling really great. I only wish it wouldn't drop off quite so fast when heading back out into space. Anyways thank you, I'm really glad you enjoyed it!
@mikeware I actually think this will most likely be the end of it. I will more than likely use the same type of circular movement in a different platforming project, but making a full game out of this would be incredibly taxing. I probably shouldn't go into some huge wall of text about this but essentially with this sort of circular movement every enemy and platform has to be placed, then rotated to match the planet it is linked to. This was all done in the code, but without knowing the rotation of an object before running the scene it was extremely hard to place anything else near it. Essentially this weird sort of design ended up adding a huge amount of time onto what normally should be a fairly quick process. Also! A lot of standard level design options were not available to me. I wanted a section where two parallel platforms would get further and further apart, having the player jump between them. I found out that the platforms might start close at the bottom but very quickly end up no where near each other. This could be solved with larger planets, but it really is just one nail out of many in this coffin. I have a feeling the level design would need a complete rework, but as of right now I have no clue how it would be done haha. Anyways thank you so much for your comment and for playing the game!
@calzep Thank you so much for saying that! I really am glad you had a good time playing the game!!! Also check out what I said to mikeware on why, unfortunately, I most likely will not continue with this project...!
@papypilgrim I totally agree with you, after I released the game I had one of my friends try it out while I watched. They don't play many platforming games and I watched them struggle for a while, and that was even with me explaining the controls in depth. I guess the real issue for me is that I grew up playing platformers, and when I was designing a lot of the level I was thinking of how I might play it. I always test for a double jump/wall-sliding where I can. I think it was just a complete lack of thinking about my audience. I really do appreciate the feedback! Also the sprint is there for added control over the character.