@@damiankaleomontero496 Sort of, yeah. But I say right away at the beginning of the video that I couldn't take part in the actual Ludum Dare 50, so I made this game for giggles with a theme I saw during the slaughter round. So hopefully no-one gets too upset. 😅
Hi, Wesley! Nice to meet you, mate! Could you please make a tutorial on the best possible way to make a parallax in GDevelop! I've tried to make it like I was doing in other game engines, but it seems the functionality is different and I don't like how is performing. I chose to make game in GDevelop, because is less time consuming and you deploy your game much faster! It will really help me out! Cheers, mate! Keep Calm and Keep Going, Cause' You're Great At It! 🖖❤️🎉🎊🎶
Coyote time was pretty common in platformers before Celeste, it just wasn't something ordinary players knew about. Coyote time is a relatively simple way to make the game work a bit more like it feels like it should-if the player decides to push the jump button at the last moment, coyote time accounts for the time it takes for them to press the physical button and for the input to register, letting them actually jump like they "should have" and not fall to their deaths despite totally hitting the jump button in time.
I agree about dust particles, so many small effects like that can convey other things like faster speed, harder punch with screenshake, etc. It's one of those little tricks non-game devs don't even realize. Nice job with this game, it ended up looking really clean in the end!!
Thanks! I agree, game juice can massively change the feel of a game without ever actually changing anything. And yeah, I'm pretty happy with how it looks in the end. Still a lot I could do better. But I'm pretty content with it. 👍
Thanks. And please do give me some feedback if you see any. I've never really played many rage games, so I'm definitely not up on the best practices. I basically just watched RU-vid videos and ran off to make a game. 😅
Very cool devlog! I love the pacing and editing. Also you have a very clear voice that’s very relaxing to listen to (I know it’s not a comment about the game but that’s something I really appreciated)
Hi, I want to give a feedback for game. You said you want to make a Rage game, but only did a hard game. Celeste is a hard-ish game but not a rage game. In rage platformers with wasd controllers, you need to make unexpected deaths. In your video, you gave 2 game examples, getting over it and pogo stick game, they are hard rage games but they don't have wasd controllers, and their controls made the game a rage game. But the game and it's evolution is promising. If you want to complete the game, you can improve the "Gameplay" 😊
Thanks for the feedback, I definitely ended up making a "Hard" game, and not really a "Rage" game. 😅 I don't want to go the route where the game controls badly though, because I think those games aren't fair to the player. What I want, is to make a game that's hard enough that it makes the player angry. Angry is good. 🤔 Maybe I could follow Jonas Tyroller's example and create an antagonist that's trying to kill the player..... We'll see what I can get done between now and the next video. 😅
@@HelperWesley I am a bit late to respond, considering it has been 3 weeks, but I feel you are insinuating many rage games have bad controls, you may not be and maybe I am just assuming this but I actually believe that games like getting over it and pogostuck have some really amazing controls. The controls can be a bit of a challenge at the start to get a hang of for some, but there is such a mastery to these controls and you are able to see such an amazing progression in yourself as you learn how to control these characters. I think that is heavily the reason why people enjoy games like pogostuck, you are able to tell very easily that you are improving.
It's pretty neat but I have to agree that for a rage game it's definitely on the easier/more generous side. Just to give a few examples, the moving wall that you have to use a ledge to get past gives you way too many ledges to work with. The whole path is littered with ledges to the point where there really is no precise timing required, for as long as you know how to cling to a ledge you're good. Also the final bit that has a bunch of saws going up and down gives a break in the action after each floor, with each floor being no more difficult than the last. I guess I'd say it's pretty low pressure/demand if the intention is rage game.
Yeah, I definitely need to rethink those levels, OR add level 4-6 that get progressively more "rage" game like. Or both, I could definitely tweak some of the earlier levels too. Maybe segments with ledges could have some kind of thing moving the between ledges that'll kill you if you stay on them for too long. 🤔
Too easy means, there is not much need for combos. The fall-off-then-jump is a combo. Could you chain more things together and build levels that require this chaining to be executed? And another thing that might feel too easy is if you have too much margin-of-error. For instance, if your lvl 1 cliff jump succeeds every time the player is „just“ 1 pixel off the cliff, then there is a lot of margin-of-error. If it only succeeds, when you jump at the very last pixel where the jumping can still get you onto the other cliff, then there is no margin-of-error. You could play with that range, and let people repeat challenges in later levels with less margin-of-error. PS: Such a margin is not just space, but also time. If I execute a hard combo and then I can take a bathroom break before attempting the next section, then it feels much easier compared to a situation where I have to continue with the next combo directly after finishing the first, e.g. because a moving target is coming along to my landing spot from the first combo.
9:55 let me guess. nobody realized you could jump in midair right ??? xD i had the same problem with my game as it's not a commonly used mechanic. to the point where i ended up just putting "midair jump" as a text to make sure people get it xD i tried to not do it... buuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuut man it's really difficult to teach damn it xD edit: oh okay. not that. it's another thing. welp okay xD but woah weird thing that happened there
I was really worried it would be that, but honestly the arrow did the trick in my game. People saw it and tried the mid air jump after dying like.... 3-6 times. I think it helped that the ceiling was so low they'd bonk their head on it, and the check point was right there, so they weren't mad when they got to the jump. 🤔
@@HelperWesley i added spikes that instantly kill the player to make people try it even more xD and kind of needed to tell people "yes... it IS possible" + yeah when you said about a checkpoint right behind it i thought it was a clever move. and even tho this is supposed to be a rage game it would be unfair to kill the player for a mechanic before teaching them what it does. also huh i wasn't really sure if the arrow would teach it, was a pretty cool way to teach that tbh and it's good you didn't need to get to the point of telling the player to jump in midair by words xD
@@nesraspongx58 Yeah, I really like level layout cues like arrows and stuff, rather than text, if possible. The checkpoint before something they don't know how to deal with was probably my favorite design choice for the game. 🤔