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Ok, some thoughts:

The game is GREAT! I REALLY liked the idea personally. I think that you got the base movement itself SO right by far, all the deceleration, acceleration, jump curve, etc. is near perfection! I think there is one thing that can be added to the movement game and it is some combos, what i am talking about is for example when you jump right after landing from a dive it sends you in another dive-like state that has high horizontal momentum, kind of like in super mario sunshine. I would love to see this as a full game, can't wait to play the full game, i know that it is very hard to make games (I am actually a game dev myself, not a huge game dev, like i don't have any big projects or anything like that going on but I have been very interested in game development ever since when I was young), so no pressure at all, take your time, improve your game, take breaks anytime needed, you should never rush to make a game, just take your time to make is as good as possible. I would LOVE to see a diverse movement system with tons of combo-like thing, like I mentioned earlier. Overall, i think the direction that this game is going is great, keep going!

works on Linux?

it seems like not yet. you can try wine, or with a vm if you have a rather beefy pc and aren't lazy (mods don't get mad at me it's not that wine it's literally a compatibility layer just google it)

no promises that wine will work tho

Super fun was not expecting the amount of optimization. The character felt good it ran well and had more content than expected for a game made in a year. Cant wait to play more of it.

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Can this be  play in browser? *Burp* Burp Louder* Burp Even Louder*

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the game is far to large, advanced, and demanding (not too much of any of that but still, playing in browser is playing in browser) to be played in browser. just download it it's safe and smol file size.

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the game is WONDERFUL! i liked the feel that im playing sm64 but it's astro playground in ps4 from alternative universe XD.

i played the game and so far i see no bugs and all, but the prototype misses instructions, ive to press esc ky to find it. which is kind of sad, maybe an npc (nvisible or assistant npc) can tell you what you should do, and pls add mouse sensitivity, it was going like way too fast for me.


the rest is good, i liked it! 10/10 (IGN, probably in the future, i guess)

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ok I finaly tried it and looks awesome but it needs music and I also miss speed or maybe the map is too empty but it feels slow and another thing you can try to improve is that when the Goobi changes his direction he spins instantly something to smooth it would be a really good and small improve

To those having trouble trying out the demo, I used WinRAR to extract the files.

Could someone help me figure out how to try this out?

Have you tried WinRAR?

What engine is this made in?

Unreal Engine 4.

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someone can explain to me how to open "Windows no editor"???

Have you tried extracting the files using WinRAR?

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im noob at using windows and I cant extract the file IDK what windows no editor or WinRAR is

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download either  

WinRAR from win-rar.com , or

 7-zip from 7-zip.org

and after installing it, you will be able to open the file.

After opening the file move the WindowsNoEditor folder to some other directory (you can drag the file on desktop) and then open the folder WindosNoEditor and start the GoobiDelivery.exe file.

I hope you will be able to play the demo. Have a nice day :)

This was one of the best character controllers I have ever played in but. The camera was WAY too sensitive on controller and a little to sensitive on mouse. Could you please add a option to change your sensitivity.

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Thanks for the kind words, and yes, ill adjust those values! thanks for the feedback!

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Just finished this demo after playing the first. Very good stuff, and I like the changes from V1 to V2. Here are some things that I'd consider adding/tweaking:

  • Adding rapid fire to the newspaper shot. As is, there's (sometimes?) a delay after each shot that makes it unsatisfying to use. Could be a bug, as there have been times when repeated presses have yielded expected results.
  • Glide capabilities after a dive. This can be done by doing a spin attack after a dive but before a glide, though that probably shouldn't be necessary.
  • A grounded roll. When you press the dive button on the ground, it does nothing, which feels off. Adding a roll would fill the slot, and add some grounded movement options.
  • An option to invert the camera. It was fine for me, though I'm sure there are some that would greatly appreciate it.
  • An option to skip or speed up cutscenes. The opening camera shot was only a few seconds, though the lack of skip option is something I noticed upon playing the demo a second time.
  • Some slight automation to the camera. Camera control is always up to the player, which is good, but a lot of modern games nudge the camera in certain directions depending on where you are or what direction you're moving in. Worst case scenario, you can pull a Sonic Adventure and add an option to toggle this.
  • Coyote time. Or more of it if it's already present. Couldn't quite tell.
  • A jump buffer. There is none at the moment? Or if there is, it's very slight. I understand it might be a bit tricky in your case, because you have glide mapped to the same button as jump, which is a good change, but a jump buffer would still be nice. In terms of implementation, perhaps sensing how close the player is to the ground (raycasts?) to decide whether or not to glide or store a jump.
  • An option to cycle through newspaper targets. This is my most iffy suggestion and depending on your level design, this might not be necessary at all, but it could be cool to have puzzles where you need to choose the right target to shoot.

I watched your devlog and found your enemy AI pains interesting. Can't remember how much experience you said you had with code, but making a code-based state machine in C++ could prove easier than whatever solutions Unreal or Blueprints have. Implementation could look something like:

int state;

float distanceToPlayer; //Distance from self (enemy) to player

if (state == 0)

     //Point towards and move towards player position

      if (distanceToPlayer < 10)

          //state = 1;

if (state == 1)

     //Attempt to attack player

     state = 0;

I am a programming guy, and I prefer handwritten code to visual scripting, so this might not apply to you, but I figured I'd try to help.

Amazing work so far! This has the makings of a full game. I know you said you wanted to keep things small, but I'd consider going a bit further. Perhaps in a possible sequel. ;D

Could you tell me how to try the demo? I don't understand the "Windows No Editor" part.

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Animations and graphics just amazing and movement feels great!!! But I'd like to have longer coyote time :)

Holy shit, hands down one of the best character controllers I've ever played with EVER!! This is an absolute testament to hard work and dedication to making a game feel right! I mean this honestly could easily compete with AAA studio character controllers! I'm in love with it already!

I did find one bug though, When in the menu I couldn't leave and had to close the game and restart.

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Thank you so much for the kind words! I am aware of the menu issue, I'm guessing you are playing on mouse and keyboard, if you are I'm going to fix that issue in a patch! 

Yeah, you got it! I'll have to try the demo out with a controller sometime soon! Can't wait to see what game this beautiful character controller leads to!!

The game looks incredibly good so far. It'd be nice to have a Linux build. I guess I'll have to try this next time I boot up Windows. The music you use in your devlogs is amazing, I'd love some credits in the description for private listening. Sorry, I know this isn't the feedback you asked for. I'll comment on the demo once a) a Linux build is out or b) I boot up Windows. Good luck and don't burn yourself out.

Thanks a lot! Id like to get a linux build up and running soon, I, unfortunately, don't have a system with linux so it would be incredibly hard to test, but maybe soon!

No problem, I understand where you're coming from. I'll try out the demo once I'm back on Windows. Also, music credits would still be appreciated ;).

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the controller feels amazing - truly mario odyssey levels - found a bug(?) where if you press jump + spin attack at the same time in succession you can do a double spin jump. Goobi feels amazing in the air but it would be nice to have a dash or something else in the ground to have more mobility options

Thanks! Im going to look into that and hopefully fix it with a patch!

why can't I hold down the space key, jump and immediately glide, and not just jump, it's very annoying😊🤬🥳🤡🤧🤒🤕🤢

That's a lot of emojis...

It'd be nice to have an option for that in a menu.

bro wth are those emojis

🤫🧏✈️🏢🏢

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Goobi ain't goofy

damn right

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Hello! It's a bit early in development, but you should start thinking about Ultrawide support. There are a bunch of UI bugs on a 21:9, like the pause menu only covering the center of the screen and the black screen transition not completely hiding.

About the gameplay, I think that the glide should be toggled instead of triggered by holding the spacebar.
A crosshair or a small white dot should be added in the center of the screen to make sure the player knows where they're aiming.

Another small thing: the camera can go through objects.

Other than that, I love the movement and it feels really amazing.

Love the game idea!

Thanks for trying it! Ill try to work on ultrawide support later on, and those bugs I will also fix, thanks for playing it!

No problem! I loved playing this demo.

Fun game, i stumbled upon a bug where if you start to hover down at the same time a platform is going up, you can go through it

Ill look into it!

Goobi changed my view on life

lmao ikr

Fun game! The movement feels fantastic, I can absolutely tell how much work you put into perfecting it. The shooting mechanic is great as well, but I would recommend a small crosshair (specifically a white dot) in the center of the screen for more clarity. Also, the camera clips through walls which can be awkward at times. Other than those small nitpicks, I really enjoyed the demo and can't wait to see how the full game turns out!

Thanks a ton! All of those things I do plan on addressing them, so ill definitely write them down!

goobi is going wild

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Overall this is a really big improvement from the previous demo I tried!

- The movement speed is pretty on point and you can easily combo your dash and double jump to get around even faster. Really enjoyed combo-ing those two

- I LOVE the shooting mechanic when it came to platforming. Would love to see this expanded on and used a lot more in levels. Maybe have targets that require you to shoot more than once to inflate even, so you gotta rapid spam the shoot.

- The camera jump that happens when you open your glider is a big jarring. When you do a dash the camera flows very well, but as soon as you open your camera it kind locks on to this spot and i'm not sure if that's a bug or not.

- Aside from the glider issue mentioned above, I think the camera feels quite good and polished!

- I really liked the glider boosting hoops (i have some of those in my game as well lol!) and i think they'll help give the glider a lot more use so definitely want to see more of those!

- Would really like to see some more movement combos, maybe that you can unlock later in the game? Every time I did a dash I just wanted to hit the dash button again right as i touched the ground to start doing some belly slide hops or combo into another, smaller dash.


Great work though man! Can't wait to see where Goobi goes next :D

Thanks so much!

So yeah there are a few bugs that I do plan on fixing soon! Id like to add some more stuff in so ill write some down!

I like the movement. But seems a bit slow as far as getting from point A to point B. I found my self jumping and dashing to get there faster. The footsteps sounds seem a bit to repetitive. Maybe add some more pitch variation in each step. You really need a edge grab. Getting stuck on a edge and then falling kills the flow of the game. You nailed the animations. Reminds me of Banjo Kazooie.

Thanks and yah everything you said was totally fair, ill look into everything you said!

I also am trying to make a game and I understand what it takes to make stuff work. Your doing a great job so far. Your progress is way better then mine. I was just letting you know what I noticed when playing the demo from a fresh set of eyes. Don't take anything as criticism. Keep up the great work.  

Thanks! Trust me any criticism is good for me, I appreciate anything you think didn't feel good or needs improvement, thanks!

I love almost everything about it! Maybe this is a personal thing, but when jumping of edges, maybe make it so that the player can still jump, even half a second after walking off the edge

Yah a known issue on my end, it worked in the editor, and it doesn't work in the demo, ill give a look into it and fix it in an update hopefully!

I like the faster speed, the platforms, which had to be shot, the time limit felt to short, I liked the balloon deflating sound it made when shrinking down, I really liked that.

I miss the wall jumping part.

Ill prob make it a little longer, and yeah unfortunately, I had to remove wall jumping, its was very clunky, maybe in another game!

How'd you play it?

I used the keyboard, I found the controls to be similar to the first demo, and remembered how to move