Very interesting mechanic, a little disorienting but it works. Maybe everything moves a little to fast so its kinda hard to progress at times. Giving the player a little bit of air to adjust after each spin might be a good thing to consider. Also a checkpoint system like in hollowknight that you spawn in the last platform you stood on. The art and theme I adore and it blends together very well with the hand draw cutscenes wich are really pretty. I think this is a solid foundation for a cool platformer game. It reminded me a little bit of tether geist and Celeste. :) Good job!
Thankyou for Playing and commenting, We did implement the checkpoint system, that was a good suggestion :)
Its not quite as dynamic as always being the last safe platform you stood on, but it does help. As for the speed, air time and general controls, they should feel less in the way, but it is still a quick pace.
It was not intended. We build a Rotation Queue system, that would remember how many times and in which order you pressed the Rotate Key, it then does one after another.
It persisted after death, and was uninterruptable, so it felt weird, clunky, and confusing. We reworked it, and rotations are now way smoother. Instead of doing 2x 90° rotations you can do 1 180° or more if you want.
Thankyou for Playing and taking time to leave a comment ( sry for the late reply here ) :)
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The best Time i could personally achieve was 29.84 seconds. for whoever wants to try and beat it :)
Very interesting mechanic, a little disorienting but it works. Maybe everything moves a little to fast so its kinda hard to progress at times. Giving the player a little bit of air to adjust after each spin might be a good thing to consider. Also a checkpoint system like in hollowknight that you spawn in the last platform you stood on.
The art and theme I adore and it blends together very well with the hand draw cutscenes wich are really pretty. I think this is a solid foundation for a cool platformer game. It reminded me a little bit of tether geist and Celeste. :) Good job!
Thankyou for Playing and commenting, We did implement the checkpoint system, that was a good suggestion :)
Its not quite as dynamic as always being the last safe platform you stood on, but it does help.
As for the speed, air time and general controls, they should feel less in the way, but it is still a quick pace.
Wow amazing art. A very good mechanic. Good use a the serious requirement as well. Challenging for me, but Im not too good at platformers haha
-One note: not sure if its intended, but as you die you give a turn camera command that gets executed on life.
It was not intended. We build a Rotation Queue system, that would remember how many times and in which order you pressed the Rotate Key, it then does one after another.
It persisted after death, and was uninterruptable, so it felt weird, clunky, and confusing. We reworked it, and rotations are now way smoother. Instead of doing 2x 90° rotations you can do 1 180° or more if you want.
Thankyou for Playing and taking time to leave a comment ( sry for the late reply here ) :)