(working title) WALKING CASTLE [DEVLOG] 2D platformer

Hi everyone

I've been trying to learn unity for a while now. I'm still pretty rough, but I'm at a point where I want to make a full game. Its not much at this point, but here is an early version of the game. Its a simple 2d platformer with three levels so far. My intention is make a story driven mobile platformer with simple controls.

I'm hoping to find out if anyone finds what I have so far fun. Any feedback would be really helpful.

Controls:
Move: WASD
Jump: spacebar

lesedi-mosadi.itch.io/working-title-walking-castle


Hope you enjoy checking it out.
Picture1.png
955 x 572 - 2M

Comments

  • Hi. The link is not working for me.
    Thanked by 1ashashza
  • dark_seth said:
    Hi. The link is not working for me.
    Sorry about that. I thought I had everything up and running correctly. I'm trying to fix the link, might take a moment. Apologies.
  • dark_seth said:
    Hi. The link is not working for me.
    Okay the link above should be working now, but here it is again just in case:

    lesedi-mosadi.itch.io/working-title-walking-castle
  • That was cool. I found that engaging enough to complete all 3 levels.

    Here's a bunch of notes in no particular order:
    - Controls felt quite responsive. I felt quite in control of the character.
    - It felt like there was enough leniency on the platforms to make jumps reliably. This is great because it's a problem that plagues most platformer prototypes and you've addressed it early on.
    - It was cool to see a few different mechanics here, like the balls and booster platforms. That kept me intrigued to keep playing and see more.
    - Depending on what kind of platforming you're aiming for... it might be worth making the jump dependent on how long the input is held. Something like this.
    - When hitting the yellow platforms / red balls, the player does a bounce or two before dying / restarting. This felt a bit disappointing to me. I think I wanted to either visibly die earlier or be able to use the bounce to try get back into the level flow.
    - After hitting a pink booster platform, you get thrown upwards. The player goes up quite a long way and it feels a bit awkward to wait so long for it to come down. If I try move while up there, I often end up off the level.

    Overall this feels like a nice foundation. I'm curious to see how you build on this with mechanics, world building and story.
    Thanked by 2Lesedi_Mosadi Tuism
  • I saw the working title and it made me think of a recent Ludum Dare entry, Crumbling Home

    I got to the second level and the controls feel very good. Those long jumps really give you a chance to get the feel.
    Thanked by 1Lesedi_Mosadi
  • ashashza said:
    That was cool. I found that engaging enough to complete all 3 levels.

    Here's a bunch of notes in no particular order:
    - Controls felt quite responsive. I felt quite in control of the character.
    - It felt like there was enough leniency on the platforms to make jumps reliably. This is great because it's a problem that plagues most platformer prototypes and you've addressed it early on.
    - It was cool to see a few different mechanics here, like the balls and booster platforms. That kept me intrigued to keep playing and see more.
    - Depending on what kind of platforming you're aiming for... it might be worth making the jump dependent on how long the input is held. Something like this.
    - When hitting the yellow platforms / red balls, the player does a bounce or two before dying / restarting. This felt a bit disappointing to me. I think I wanted to either visibly die earlier or be able to use the bounce to try get back into the level flow.
    - After hitting a pink booster platform, you get thrown upwards. The player goes up quite a long way and it feels a bit awkward to wait so long for it to come down. If I try move while up there, I often end up off the level.

    Overall this feels like a nice foundation. I'm curious to see how you build on this with mechanics, world building and story.


    Thanks for the tutorial. I never really thought about adding weight to jump. I'll definitely add it in and see how it goes.
    When it comes to the character dying I was thinking of just having the character disappear for the time being, but ended up leaving it as it is. I'll play around with it for the next build.
    Thanked by 1ashashza
  • Fengol said:
    I saw the working title and it made me think of a recent Ludum Dare entry, Crumbling Home

    I got to the second level and the controls feel very good. Those long jumps really give you a chance to get the feel.

    I just played Crumbling Home. Its awesome. It actually gave me an idea of where I wanna take the story and art. Thanks for the recommendation and for playing.
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