This gameplay presents us with many new features beyond the skill, but let's start with the queen of them all:
The new skill, already known from previous posts, but in this phase it brought several changes, such as the addition of grappling hooks.
Beyond that, nothing too significant; surprisingly, the level that focuses most on grappling hooks so far is the one that has undergone the least alteration.
Next, we have some modifications to the game. The new skill forced me to change some data and statistics, starting with:
A change in the camera size, which is now slightly larger, for better visibility of the grappling hooks throughout the levels, which need to be placed at equivalent strategic distances in each direction.
A change in jump strength, which I had to decrease to improve the game's immersion and reduce the tilemap per level, which made the scenery too immense and slightly increased the difficulty of the jumps (sorry guys, you'll have to endure it lol).
But relax, I'm not cruel. In return, I added the "coyote time" mechanic, which consists of a small additional time to jump even after leaving the platform, eliminating frustration and timing errors.
I also thought about a Jump Buffer; let me know if you want that (better not
).
And these changes made me revise and alter some aspects of the previous levels to adapt to the new statistics.
They are minimal and you probably won't notice them without comparing, so...
Well, I think that's it. Thank you for your attention, I hope you like it.
This individual here had a crisis of frustration when the jump started having problems with the tilemap trapping the player on the platforms, hence the reduction in jump height.
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