Some general suggestions
Posted: Fri Sep 19, 2014 12:52 am
Just some thoughts and ideas!
- The ability to "look" up and down is really being missed currently. Jumping down into who-knows-what because of the limited view isn't very nice. And many other platformers at least have things like wall jumps or double jumps to help players out when they are falling towards danger, or have fallen into it.
- The current sword attack speed makes it difficult to kill enemies. It gives them enough time to start moving again, whilst disabling the player from jumping away quickly. Feels like it's stuck between a game that wants the player to be nimble and move around to attack versus a game that allows the player to slash quickly like a madman to defeat enemies.
- A lot of the jumps in the game (moving platforms and the like) feel much too exacting. I'm often falling into spikes simply because the gaps seem to require very precise movement, which doesn't feel great. I think games like Metroid had dedicated difficult platforming sections, but mostly the platforming was fairly straight forwards with enemies provided to create the hazard of getting knocked into spikes etc. Especially with the current lack of decent mid-jump combat it can get frustrating.
- Would be nice to see the moving mine platforms creak/settle slightly when the player jumps on them. Also having the chance for the player to cause small rocks to fall from edges or something when they run/jump off.
- In general would be nice to have some more atmospheric animations. Small rocks falling from the roof, torches sputtering, that kind of thing. To make even empty room feel interesting. Just think of what it was like to play Super Metroid the first time, when you first landed, with the crumbling stone sounds and lightning etc.
- The tunnels to and from the rest areas have great atmosphere, but it would be nice to see them be a more logical, straight path. Maybe with some steps. Currently they have those annoying bends/pits to get over, which doesn't make much sense if the player is supposed to have entered a purposely built temple style area, it should feel like it has been constructed well. And perhaps some end-of-the-tunnel light on the sanctuary side of the screen, to increase the feeling of the player reaching a safe area.
- The ability to "look" up and down is really being missed currently. Jumping down into who-knows-what because of the limited view isn't very nice. And many other platformers at least have things like wall jumps or double jumps to help players out when they are falling towards danger, or have fallen into it.
- The current sword attack speed makes it difficult to kill enemies. It gives them enough time to start moving again, whilst disabling the player from jumping away quickly. Feels like it's stuck between a game that wants the player to be nimble and move around to attack versus a game that allows the player to slash quickly like a madman to defeat enemies.
- A lot of the jumps in the game (moving platforms and the like) feel much too exacting. I'm often falling into spikes simply because the gaps seem to require very precise movement, which doesn't feel great. I think games like Metroid had dedicated difficult platforming sections, but mostly the platforming was fairly straight forwards with enemies provided to create the hazard of getting knocked into spikes etc. Especially with the current lack of decent mid-jump combat it can get frustrating.
- Would be nice to see the moving mine platforms creak/settle slightly when the player jumps on them. Also having the chance for the player to cause small rocks to fall from edges or something when they run/jump off.
- In general would be nice to have some more atmospheric animations. Small rocks falling from the roof, torches sputtering, that kind of thing. To make even empty room feel interesting. Just think of what it was like to play Super Metroid the first time, when you first landed, with the crumbling stone sounds and lightning etc.
- The tunnels to and from the rest areas have great atmosphere, but it would be nice to see them be a more logical, straight path. Maybe with some steps. Currently they have those annoying bends/pits to get over, which doesn't make much sense if the player is supposed to have entered a purposely built temple style area, it should feel like it has been constructed well. And perhaps some end-of-the-tunnel light on the sanctuary side of the screen, to increase the feeling of the player reaching a safe area.