What's different in the physics?
I'm still working a lot in this, so the changes will always be different from now on.
In this footage, Koppy has his acceleration and walking speed decreased. Resulting in a more slower and less slippery movement.
What's different in sprinting?
When Koppy sprints, the difference of speed is now instant instead of just gradual.
What's different in the Data menu screen?
The menu now shows you the amount of medals you collected and levels that you've beaten!
I also added a proper confirmation option when you pick "erase", instead of just showing some text telling you what buttons to press.
Here's the feedback in question! If you played the game, feel free to add something extra! Because I'm completelly clueless in what I need to change in the physics to fix these issues lol
[...] "the mid-air controls are a little weird with how the character does a complete 180 with their momentum instead of slowing down. You can get used to it, but it makes landing on enemies a little awkward since you have to overshoot them first, turn around to stomp them, and finally turn around again to continue along the main path."
"The character's momentum feels both fluid and sharp in different ways that didn't feel intuitive. Momentum is preserved for a bit if you let go of a direction but you turn on a dime if you press the opposite direction instead. The gap between the two was a bit jarring. It's not that bad when you're maneuvering yourself in mid air and it's even kinda good to easily move backwards while super jumping. But on the ground it felt awkward at times, I'm not too sure how to describe it."
I also got other comments praising the player movement, so I kinda got a clash of "good, nice to play" and "bad, weird to play", making everything even more confusing to figure out 
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