[Project] Skateboarding Platformer
I've been working on this project for a month now in my spare time after work, and would love to get some feedback.
What I primarily want to know is:
- is it fun to play?
- what can improve it?
Some screens:
The game (sorry pc only for now):
https://drive.google.com/open?id=0B7neYzQ4n-YCUEpweXZESmlmSUU
Oh and once you complete the last level (16th) it'll give you an error and close the game. Haven't had time to fix it yet.
What I primarily want to know is:
- is it fun to play?
- what can improve it?
Some screens:
The game (sorry pc only for now):
https://drive.google.com/open?id=0B7neYzQ4n-YCUEpweXZESmlmSUU
Oh and once you complete the last level (16th) it'll give you an error and close the game. Haven't had time to fix it yet.
fe51789ba7ec71053294595afcc424.png
640 x 340 - 3K
38e0704223e7056297bc3db80f83fa.png
640 x 340 - 4K
Thanked by 1watson
Comments
There seems to be some good puzzle mechanics going on, had fun figuring them out. Bummed I didn't get to see the other characters (dogs, scooter) in action, the art looks cool!
Reminds me of this game Olli Olli, check it out if you haven't yet.
Few suggestions:
- Small brief animation just after crash would be cool. Would give you a quick chance to asses why you failed. The immediate restart made it hard for me to learn from my mistakes.
- Some instructions might be cool. I didn't have too much trouble figuring everything out though. Just think a quick show of controls and maybe mechanics would round up things nicely.
Definitely has my vote, stick with it!
I've heard about Olli Olli, but from what I've seen it looks more like a 'what tricks can you do' and 'how much can you score' type of game. Am I correct in saying that?
I was mostly inspired by Super Meat Boy and thought what would it be like if it was on a skateboard. The puzzle-like elements just came out naturally I guess.
Regarding your suggestions:
- I agree on the bail animation. I am still planning on making them, I just haven't had time yet.
- What are your thoughts on the in-level tutorial. Essentially the only control is the space bar. What would make it easier to understand? I'm planning on making them look like graffiti on the wall.
I'm glad you liked it though, and yes I'm going to stick with it.
Thanks a lot!
I do have a video (not the best quality) that you can check out though: https://drive.google.com/open?id=0B7neYzQ4n-YCdTVmWnp1Tk5odmc
[-]Space-bar sometimes doesn't work just after landing, being a bit more generous with when you can jump would be good
[-]Failing should give some feedback as to why you failed
[-]Having half-fail jumps would be nice, so you can clip something and bounce a little instead of failing immediately
[-]Danger areas and obstacles should be marked somehow
[-]Some background scenery that creates a frame of reference to when you should jump would be nice
[-]It's too hard IMO, got stuck on the level with two scooter guys
It's a really nice concept, you should take this a lot further and if you wanna go wild, give the protagonist a gun, that done right would be mind blowing.
My response to your thoughts:
- I'll look into the space bar to jump issue. I know about it and have already gotten used to it, but no excuse.
- I'm still working on adding an animation for the failing part
- I agree with the half-fail jump. All good platformers have incorporated that.
- I'm interested to find out more about the danger areas idea. I'm soo used to the levels and know where everything is, but for a new player is it frustrating to fail a couple of times to learn the level? Or do you think it should somehow warn you?
- I agree with the background scenery and I'm currently been coming up with concepts for it
- Difficulty is a tricky one. It can be very subjective. For interest sake have you ever played Super Meat Boy? And if so did you enjoy that difficulty? This game was somewhat inspired by it.
Glad you like the concept. I'm not so sure about adding a gun to it though. Because then you could essentially kill the kids on the scooter haha. Maybe more of a sling shot?
Thanks again!
Someone else also mentioned the random trick when jumping would be cool. I might add that at a later stage.
What I'm talking about is actually building up speed to jump higher. So there would be some kind of indication of your speed and it builds up somehow and that allows you to jump higher. That makes the game about working out how to build up speed to make certain jumps.
I think the old Uniracers game had a thing like that, but it wasn't a puzzler and a super speedy platformer racer.
It's fun at the start, having a puzzle platformer where once you start moving you cannot stop moving is fun, and learning how to beat each level by trying multiple times feels like steadily improving towards a goal.
As the levels get longer its more frustrating, as more needs to be redone after you've died. And I think the ways in which you die become more random (like colliding with a pavement makes sense for a skateboarder, but the crumbling earth is out of Mario). The instant death feels a bit arbitrary on some of these objects, like colliding with a child on a scooter. Perhaps a stumble state could make this feel better (even if most of the time it means death to collide, some of the times it allows you to recover).
I guess I'm saying, the early part of the game feels more like skateboarding.
There's a lot in common with the game Tiny Hawk here, but the graphics are more like Oli Oli. Which I think is a better feeling.
I agree that some of the levels are quite long and it can be frustrating for players to do everything all over again. I guess I'm so used to the levels that I don't see that anymore. But it's good to hear that from a new player.
I see what you are saying about the collision's a skateboarder would experience in real life don't tie well with mario's crumbling ground. Regarding the instant death isssue: I just haven't gotten to creating those animations yet. I guess it would of helped for testing purposes as other people have also mentioned it.
Thanks again for your feedback!
Could you please add a level indicator which would add to the players sense of progression (12/16)?
Also possibly making the quarter pipe a save point would be handy instead of taking them back to the start each time. (Could be removed as an ironman option). The jumping and timing aspects are fun. There is a lot more you could do with this from a puzzle perspective by adding other hazards that must be timed/avoided.
Also different surfaces could be interesting that change speed of the skater. (ice, wood floor, cement, mud?)
I would hold-off on adding fall animations etc until you have more mechanics and puzzle levels in place.
Thanks for sharing! :)
You can play it here:
https://flobar.itch.io/concrete-chad
When the skateboarder goes up a half-pipe, he changes direction very abruptly, rather than slowing down and changing direction, which feels quite unnatural. Was there a reason for that decision?
Regarding the abrupt directional change, I never actually considered it, but it makes sense.
Just a thought about what @Tuism mentioned earlier. Is double jumping adding much to the game? Like how many puzzles actually need it and are there enough interesting puzzles without it?
I ask because double jumping isn't very Skateboarding themed. It feels like a platformer game convention entering into a skating game. And since there's so many double jumping platformers already I'm not sure there's much thrill in it. I guess I'm saying that getting rid of the double jump might make it feel more like skateboarding.
Maybe instead a "hold jump for one second then release to jump higher" mechanic would feel a bit more like skateboarding. (Like crouching before a massive ollie)
Regarding the double jump mechanic I've tested both with players and they seem to prefer the double tap instead of the other. Maybe it's the knowledge of how to ollie that would make sense to us, but not to others. I'm not sure.
Also seconding the really flat up and down the ramp feels unrealistic and not interesting. Again, I still feel like if you can build up speed to jump higher that'll be a more interesting puzzle mechanic :)