First of all, thank you all for showing such overwhelming interest in our game! We clocked in 50 followers in just the first two days of Super Skelemania’s game page being posted.
Today is Wednesday, and I’ve decided to make Wednesday the devlog update day. So expect another one of these updates next Wednesday and many more after that (until the game is mostly done).
Today I’m going to go a little more in depth with what I’ve already shown off: the returning abilities.

Dive has been a critical staple in the Skelegames, and is returning here. For those unfamiliar, if you jump and press the action button, you’ll dive and move much quicker through the air, giving you extra distance to cross gaps. Although it isn’t obvious in this gif, it’s slightly different now. In the past, if jump while sliding out of a dive, you’ll jump normally. Now when you do that, you’ll jump and stay in the dive position, meaning you can only get out of dive if you hit a wall or slide to a stop. This will make diving even more chaotic and uncontrollable than before!

Backflip has also been a staple in the past, and is returning. For those unfamiliar with it, if you turn around and jump, you’ll perform a backflip and get double the jump height. Unlike dive, however, it’s been made a little easier. At the end of the gif, you’ll see me quickly moving in the opposite direction, and should see a turning around animation. This is a subtle change, but it should help people understand backflipping better. If you jump while in the turning around animation, you backflip. A lot of people have had problems with this particular ability in the past and I’m doing everything I can to try and remedy it without ruining the spirit of it. If people still have issues with it when we start playtesting, I’ll change it to something simpler.

Bowl is returning and is pretty much exactly as it looks. You roll your head until you hit a wall and can get under tight spaces. It’s not shown here, but you can jump while bowling.

This isn’t old, this is new! I would talk about what this is, but I can’t yet. It doesn’t actually do what it’s meant to do in game yet, so I don’t want to say anything in case we change it. I can say that it probably implies exactly what you think it implies. I’ll talk about it in a future update!
See you next week!
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