Hi. Played through a few levels, it kept my interest quite well.
The fall-kill thing can be annoying in platform games, but I can see that it does form part of the puzzley nature of this one, with certain scenery allowing a fall and whatnot. You make the point that the levels aren't the exactly complete, good level design should make it a pretty worthwhile gameplay device.
I liked the graphics, stylish and smart. You also point out that the backgrounds are temporary. A coherent appearance does a lot for a game. Although those backgrounds are pretty, they do jar with the clean, bold style of the foregrounds. I guess you know this, but what the hell.
Lastly, the character-scenery collisions need to be tighter!
Often as your character lands, his feet sink into the scenery. I've coded several platform engines myself, and know what an arse this sort of thing can be, but I think it's absolutely worth getting right. It'll make the player feel as though they're in complete control.
I dont know exactly what you're doing at the moment, but I assume that at the start of a frame, you're checking to see if the character is "in" some scenery, and pop him out if he is, then continue with his control. I'd do the control first, see if he's in scenery, pop him out, then end the frame.
I did have fun playing this game! Hope to see more!
The fall-kill thing can be annoying in platform games, but I can see that it does form part of the puzzley nature of this one, with certain scenery allowing a fall and whatnot. You make the point that the levels aren't the exactly complete, good level design should make it a pretty worthwhile gameplay device.
I liked the graphics, stylish and smart. You also point out that the backgrounds are temporary. A coherent appearance does a lot for a game. Although those backgrounds are pretty, they do jar with the clean, bold style of the foregrounds. I guess you know this, but what the hell.
Lastly, the character-scenery collisions need to be tighter!
Often as your character lands, his feet sink into the scenery. I've coded several platform engines myself, and know what an arse this sort of thing can be, but I think it's absolutely worth getting right. It'll make the player feel as though they're in complete control.
I dont know exactly what you're doing at the moment, but I assume that at the start of a frame, you're checking to see if the character is "in" some scenery, and pop him out if he is, then continue with his control. I'd do the control first, see if he's in scenery, pop him out, then end the frame.
I did have fun playing this game! Hope to see more!