|
@ESAdevlog | |||||
|
Added some breakable blocks! The flow of the gameplay will need some looking into; there are some slightly awkward movements & the player feels fairly sluggish without the dashes. Progress, nonetheless! #esagame pic.twitter.com/ST1itgrwrG
|
||||||
|
||||||
|
Luke Costello
@lukostello
|
3. velj |
|
I recommend zooming out further. You are asking the player to respond to stimuli outside their visual range
|
||
|
|
||
|
Hempuli
@ESAdevlog
|
3. velj |
|
Ideally any room that requires an extended combo of high-velocity moves would allow the player to examine the room before execution; the room in this GIF wasn't really built to showcase the level design of the game (partially because I've yet to figure that out, haha)
|
||
|
|
||
|
DreaMeter music
@treemantheo
|
3. velj |
|
is this a sequel? The dash looks fun and breakable blocks are always a delight.
|
||
|
|
||
|
Hempuli
@ESAdevlog
|
3. velj |
|
Yup!
|
||
|
|
||
|
Swordslash
@Swordslash6
|
3. velj |
|
Id say up the floatiness of the jump and have a slam animation/particle effect when he hits the ground again so it feels more juicy and intentional.
|
||
|
|
||
|
MayoChan
@MAYOFORCE
|
3. velj |
|
Off the top of my head, I think you could early game movement more engaging by increasing horizontal momentum by jumping off slopes you are walking downward, or just make it so you move faster when jumping regardless. Or, you could consider making the H-dash an early game item.
|
||
|
|
||
|
Dectilon
@Dectilon
|
3. velj |
|
Oh nooooo it already looks so fun! :D
|
||
|
|
||
|
Captain Horrible
@CaptainHorribl2
|
3. velj |
|
Samus makes her way through Zebes blasting sidehoppers
|
||
|
|
||
|
Amanda but also not a fishperson.
@EyesofSyn
|
3. velj |
|
Little Robot, look at him go! You're doing great!
|
||
|
|
||