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51Pegasi Studios

15
Posts
23
Followers
A member registered Jun 30, 2016

Recent community posts

thanks for trying it out :)

the dialogue has been adjusted to speed up text X5 if the player tries to advance early with A, sort of a 'skip'. I will work on fixing the text box inputs for keyboard.


chaining jumps is intentional, at least the crouch jump/super jump. there are multiple ways to execute the jump but the crouch+A is the easiest for beginning.

I will definitely work on getting some sort of visibility resolved for when the player is behind objects.

Also if you have a way that I could attempt to recreate the momentum issue you are having, I will be willing to work on it. The character is meant to feel a bit heavy, but if floaty gravity and smooth momentum should work better I can always try it

I appreciate that!
I had actually taken your list and worked on ironing out a good number of issues

-camera left right is swapped to the correct directions
-talking with NPCs now presents the option to press A to speed up text by 5x to "skip"
-crouch can be cancelled regardless of state or override
-crouch + attack will now attack/throw gems
-fixed character's drop shadow to only appear while in midair
- added an optional 'auto track' for camera, which pivots the camera as the player moves left or right, rather than staying at the same anchored rotation.
- player now must be at  full running speed to be able to wall jump
-fall damage distance was tripled, only to occur in a major fail.


currently working to add the camera re-center function, and more directional control when doing the chain jumps

there's a couple more of yours plus more from others that are sitting in a todo text file lol

I do like having the opportunities to improve with the demo days, you were very helpful with that.

I appreciate the honesty in your post, and I will look into these problems and iron them out.
There's a lot of negative points you've made. Got at least one positive for me?

(2 edits)

there are i frames, but only for the short duration that the player is blinking after being hit. fall damage does not provide i frames, so you can get punished easily this way.

Its all optional ways to crush the gems to get their collectibles. one Idea ive considered to benefit the crusher is to double the gem drop, so instead of 3 per gem cluster youd get 6.

you also have the option to fight the enemies head on with your kicks, but does not provide the range that throwing the gems will provide.

I believe the controller issues are from not using an Xbone/series controller. deadzones can be set in the pause menu.


I appreciate you trying it out!

uploaded a new version with wasd controls

thanks for the encouragement
the camera is a bit wack atm. i plan to fix the controls to be more user friendly (camera wise).

i want a good pc port as well as a mobile port so thats why the controls seem odd.
im gonna add camera rotations for wasd and arrow keys and see how well that works.

thank you for the kind words

the problems you mention i've experienced many times myself, especially the one where the loot gets stuck. they're just weird quirks but will definitely be fixed.

i'm considering adding camera orbit controls to WASD as well as the arrow keys. it might be a weird control scheme but i won't know til i fully test it lol

(1 edit)

theres no tutorials or help so youre kinda left to figure things out in this demo. 

i want to add a tutorial but theres still a few things i want to get working.

i uploaded a new build with the cave issue fixed 

this is the second comment talking about the ingredient rocks. i can change that to where the players have to actually run up and grab them rather than the cursor.

the workers do get some loot themselves by just eating the candy, but i made it so that pieces explode out to keep the player busy while the workers are doing their thing. its kind of designed as a way to keep the player from being idle for too long (short attention span bois)

weird i think some mistake was made. I do see the weird collision with the door where it won't let you move into it. i can get that fixed. 


be sure to record gameplay next time so i can see the sequence of events of what caused your issues lol

(2 edits)

its meant to be controlled with the mouse as primary. mobile controls were the first thought but i figured mouse controls would suffice

i can make wasd control the camera but i want to keep movement and actions to the mouse.


make sure your characters are always in your party when entering exiting stages or they will get lost. they have to rejoined into your party every time you enter a new stage

i can make it so that only the workers can collect the dropped ingredients, but the original intention was to give the player something to do  while the workers are doing their thing. 


i appreciate the feedback and ill try to make the controls a bit more comfortable for fast paced movement

lol nah i meant to put the link inside the readme

candy candy i screwed up the readme and didnt put my twitter link so here it is 

https://twitter.com/51PegasiStudios