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Direct the water to the bottom of the screen.

Basic gameplay is done, so now working on new gameplay elements, levels, and music. Would love some feedback please.

Cart #waterfall_beta1-1 | 2022-10-31 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Hi @TheGarrett:

I like it. Sometimes it's a little tricky to hit a switch or enter a corridor because you must be aligned with the blocks of the background just so.

I would loosen that up a bit and give a bit more freedom of travel.


Thank you. Switches are definitely too tricky to hit. Also, I did try to help access to corridors by allowing two buttons to be pressed at once so you cab sort of slide into them - but maybe I need to allow an extra pixel of give each way too. I'll experiment some more.


Just realised that this is significantly harder to play on a dpad than using a keyboard - with a keyboard you can press two keys - say up and right - to slide into a right hand corridor when moving upwards. The Dpad doesnt really seem to do that as well.


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Hi @TheGarrett.

You might set it sort of like where Super Mario does it. If you jump in the air and are blocked only by a few pixels then prior to the jump the player moves that many pixels over.

Let me save a video from Super Mario Bros to demonstrate.

OK notice when Mario is beside the two spots. Notice when he jumps he is pushed slightly in the direction so he "slides" off of it and more into the air.

If you can you want to have something like this for your game, where you are attempting to enter a left or right corridor and the player will "slide" slightly to enter if he is not perfectly aligned.


That could definitely help thank you - I'll have a play

Other suggestions I have had for improvements so far are:

  • notes on the first level to help you learn to do the basics like pressing switches
  • Make it easier to hit a switch
  • Colour coded pipes so you know where water will end up

Good mix between impressive fluid physic and puzzles.

Agree that controls could be a bit more fluid, possibly review button mappings (e.g. 1 button for triggers, one button to add/remove blocks)?


By triggers, do you mean one button for switches and other things you can interact with, and another for placing / removing blocks?


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I've updated the cart with some fixes.

  • Controls are different - place and pickup blocks with X, and interact with switches, portals etc with X or O
  • Hints on the first couple of levels to help you get started
  • Colour coded pipes so you know where the water will go
  • More forgiving collision detection when entering corridors

Its feeling very good @TheGarrett


Thank you @SquidLight



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