New mechanics and tutorial.
Since last time, I've been thinking about the mechanics of the game, specially about momentum and how the player has no way of engaging with it without the help of external objects like rotating platforms, so I decided to give the player two new moves.
- The Dash Jump: While on the ground, jump the moment you dash to convert part of the dash speed into momentum. The sooner you jump, the more momentum you'll gain. Can't be used to build up momentum, mainly to get an initial burst of speed.
- The Diagonal Downward Dash: While in the air, hold down, an horizontal direction and dash to perform a downard diagonal dash. This can be cancelled into a jump or a pogo. Aditionally, jump the moment you land to lose, maintain or gain momentum depending on how long you dash for, and how long it takes you to jump after landing. This move can be used to build momentum and go faster and faster.
Alongside these changes, I made the dashes immune to friction, so you won't lose momentum while in a dash state, be it normal or diagonal, making it easier to keep and build momentum.
And as a reminder, pogoing something doesn't kill your momentum, and you can kill all momentum by dashing in the opposite direction, or ground pounding.
So that's the new stuff I added a couple of weeks back, but I didn't update it sooner because I wanted to modify the tutorial so it teaches these new mechanics as well. So that's what I did next.
The new tutorial is paced better in my opinion, and teaches everything I want it to teach.
It's not perfect however, it's only a tutorial you play at the beginning of the game, so players may forget the moves they can do later until they get them ingrained in their memory.
This is a hard problem to fix, because I don't want the game to constantly remind the player how to do the moves, like with pop-ups, or with constant control GUI, and with the open nature of the game, I wouldn't know where to put organic reminders.
Instead of that, I think I'm going to opt for adding a new menu option that will show you all the available moves and what they do/how to do them.
That way, if a player doesn't remember how to do X, they just have to pause and look at the move list and remind themselves of the move whenever they want, and only if they want.
But that will come later, being a menu option, it will be trivial to add, but I still want to come up with a good way to represent the information, or, what to represent rather.
Anyway, that's all, thank you for reading.
See you next time.
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Wishbind
A handcrafted 2D collect-a-thon.
Status | In development |
Author | Strelly |
Genre | Platformer |
Tags | 2D, collect-a-thon, Exploration, Godot, handcrafted, Indie, Open World, Pixel Art, Singleplayer |
Languages | English, Spanish; Castilian |
Accessibility | Configurable controls |
More posts
- Small progress update.79 days ago
- Demo rebalanced release and more.Feb 18, 2024
- Even more QoL improvements.Jan 16, 2024
- Couple of bugs fixedMay 27, 2023
- Final demo updateMay 26, 2023
- Small update and minimal fixes.Apr 27, 2023
- Small fix to an enemy.Feb 03, 2023
- Added best times to challenge rooms.Feb 03, 2023
- Super small fix.Feb 01, 2023
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