Gambit | Play Test: Jump Feel
We want YOUR feedback on the jump mechanics! Let us know if you have any recommendations. Bonus points if you can identify the inspiration for our placeholder test level!
Let us know what you think about the following:
- responsiveness
- speed
- height
- anything else you can think of
Controls
- Controller
- Xbox or similar
- Joystick to move
- A to jump
- X to attack
- Other controllers may be different. B is jump, A is attack on my Switch Pro controller. Full controller support will come later, but let us know if you have trouble with your controller so we can fix it.
- Xbox or similar
- Keyboard
- Arrows or WASD to move
- Space to jump
- Shift to attack
Please leave comments with your feedback or join our Discord. Follow us on Twitch if you want to follow along!
Published | 13 days ago |
Status | Prototype |
Platforms | HTML5 |
Author | SleepyGooseGames |
Genre | Platformer |
Made with | Godot |
Tags | Puzzle-Platformer |
Average session | A few seconds |
Inputs | Keyboard, Xbox controller |
Comments
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On keyboard. Speed/height are all good and intuitive.
Other stuff:
You aren't the first person to ask this, so we agree this can be changed.It was intentional, since it allows for interesting puzzles that require that you fall before using your jump to make it to the next platform. But a double jump where the first jump needs to be on the ground is more consistent with what people expect.
We'll look into it.
That would be nice. Added to the task list.
We've got a task to improve the camera. This feedback will help inform how we change it.
Yeah, the prototype animations don't all have the same number of frames. We'll check if this is still a problem after completing the animations.
Thanks for the detailed feedback!
This is true. It makes the jump seem less realistic, but allows for more control of the character. I want to leave this in for now, and see how it feels after creating more complicated levels and obstacles.
My intention is that the player will be able to do more difficult looking platforming, without too much difficulty. To make it more approachable to casual gamers (like me).
If it results in to low of a skill ceiling, or other play testers don't like how it feels, we'll look into adding inertia. It's an easy change; Godot has a variable that can adjust this in the CharacterBody2D.
Thanks for the feedback!
On laptop keyboard. Seems fine. Double jumps and wall jumps are always nice add in. Animation doesn't seem perfectly synced to jump behavior, having legs at edge might make it more precise (right now skirt float is what determines boundary). All of it good enough for playing, this stuff is very nitpicky. :-)
Thanks for the feedback! These are good observations. We'll add them to the Trello board!