https://www.youtube.com/watch?v=jQjKr6tIIMw
The game’s titled Happy! the Hippo. Would love any feedback or constructive criticism I can get!
1 messages · Page 1 of 1 (latest)
https://www.youtube.com/watch?v=jQjKr6tIIMw
The game’s titled Happy! the Hippo. Would love any feedback or constructive criticism I can get!
It is really nice. I love how the mechanics looks fluid. Definitely would like to try it!
There is a lot that could be added in terms of visual indicators to the players (of course it look obvious when you are the creator, but some platforms are so far from each other that people might search for them).
At the end of a platform, you could add something like a small butterfly hanging there that would be a cue that tells player there is a type of jump that can be performed there to go further. I am pretty sure this would not take away anything to the liberty in movements of the player.
I love this, brought me back to Ty the Tasmanian Tiger and the Shrek game for the GameCube 🤭
I agree with the visual markers stuff. The ground pound jumps were cool but the platforms were far and I could see myself easily getting lost
homing attack, bouncing? You sure this isn't sonic adventure 2 😆
Looks great, very authenic to ps2 platformers!
Lot of Pac Man World 2 inspiration in this, love it ❤️
Would love any feedback or constructive criticism I can get!
The feel of your movement will make or break a platformer. Yooka-Laylie ignored this, the movement doesn't feel good, so it was never capable of succeeding. Mario Odyssey/Galaxy are fantastic examples of amazing feel.
In-depth video:
https://www.youtube.com/watch?v=9qzUwoKT9T8
When I was a kid, I was blown away by how I could use my hands to move things around on-screen. We play games by receiving information with our eyes and ears, then sending information back with our hands—making the feel of the controls vitally important. I always try to keep this in mind when programming, designing, or setting parameters.