jobel's Forum Posts

  • great thanks for posting... keep us posted on how it goes..

    how far along is your game?

  • I agree stability is the most import thing since NW always has to do with deployment.

  • good job everyone.. jams are a lot of fun.. and a great reason to try something new..

  • jobel Yeah it's another thing I went back and forth on with the inverted controls but my playtesting found that people liked it more that way.

    no I'm not saying it's no good.. just saying it's a new layer of difficulty that you may want to introduce slowly.

    It's not intuitive that right becomes left just because you are upside down. The "easy way" is the player thinks "I want to go left" so they press left, being on the floor or ceiling shouldn't matter. If you play Ibb & Obb (http://ibbandobb.com/) reverse gravity is part of their core game mechanic and its seamless when you are upside down - to go left, you just hit left, upside down or not.

    Also I would ask your players why they think the inversion works. Because that doesn't totally make sense, unless maybe they are looking at the way the player is facing? or do they actually know which char they are controlling? Usually the only cause for stick inversion is something like air-plane control vs normal directional.

  • looks great so far..

    I got to chapter 2 and noticed a mistake... (not sure if it's on purpose)

    when you reverse the gravity and your guys are upside down you invert the stick control.. that's not intuitive.. I'd recommend keeping the stick doing the same movement even though you are on the ceiling... I think it just makes sense to do that when controlling 1 player, nevermind your game where you control 2. What ends up happening is that since you invert the controls, you end up thinking you are controlling the other player.

    If you were going to do such a dramatic thing (invert the stick) I'd make it VERY clear, and introduce that mechanic slow. And that would be a very advance challenge...

    otherwise great!

    the music is a little repetitive.. I liked it better with no music.. but that's me.. I'm a super snob when it comes to game music. I hate mindless loops. btw the music currently does NOT loop seamlessly which makes it that much worse.. there's a small space between then end and beginning...just needs to be cut currently.

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  • HessamoddinS good luck! you should make a WIP Thread for your game..

  • this is great.. my game isn't ready to deploy, but would love to know if others are moving forward with this... maybe we can setup a thread somewhere that talks about deploying to Steam/Xbox/WiiU etc...

  • btw, my 6 year old played this and loved it... his favorite was the last level where you do all the simultaneous jumping... definitely do more of that early on.. introduce the mechanic slow and let people really play with controlling both chars at once..

    referencing that Miyamato video.. where he says something like: we want Mario to be big, that's where it's fun.. we back track from there.. how do we get Mario big? and that's how you figure out your "pacing".

    So I think some of your levels are really challenging early on. Where that last level my 6 year old could do easily.. even if he failed, it was so fun he wanted to try again. Whereas some of the other early levels were confusing and if he wasn't an avid gamer would have given up.

    maybe do early levels where the chars are on the same side.. then slowly as the difficulty increases separate the two...(like in the first few levels)

  • oops sorry, did't hear the sound before.. all good..

    yeah now you just need like 20,000 more levels!

    not sure how much you are experienced with level design but there's a cool video with Miyamoto on how he designed level 1-1 of Super Mario Bros.

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