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Got 1:46 👌

niceee

1:29 personnaly 👌👌

i found 2 bugs first bug when you get all coins whiles you are in the cavern the camera resets and you can move it around. Second bug is when you go under the big ball whit goobi the camera bugs and you see like inside goobi

Hey!

Thanks for finding those bugs! Lucky Both of those are LONG gone now in the project, thanks for telling me!

-R1GBY

you should use .zip in the future. the itch app doesn't like .rar files it seems :)

Thanks for the heads up, ill keep that in mind!


-R1GBY

stop writing -R1GBY all the time


-Good K

(+1)

sure thing Good K

-R1GBY

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I love the character style and animations, it's very appealing! And really liked the mario-style platforms and obstacles. I think the movement feels very nice. Personally, I think the character walking speed could be a little faster, and I would prefer if the gliding was triggered only by holding the jump button down (or pressing it again in mid-air and holding it), instead of having a separate button that toggles the gliding on/off. I would also increase the air control. Of course, all these things are subjective and depend on personal taste.

I found a bug in the cave camera mechanics: when you enter the cave, the camera goes to the fixed position, which is great, but if then you move the mouse, the controls will get out of whack (the mouse is probably still affecting the controller rotation, so even though the camera is still, the controller direction is rotating, so the direction of the movement input also rotates).

Overall I really liked it. Looking forward to see how the game develops.

Also I would really appreciate if you could check out my game prototype and give some feedback!
https://alemarcati.itch.io/jetman-game-prototype

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Hey!

Thanks for playing the demo! As far as movement speed is concerned, I did increase it a lot more so it should feel better when I update it. Also, the Glider will now be tied to the jump button when in the air (no longer a separate button.) For the bug in the cave, I see that too and its fixed now, so in the next update, all the problems you listed SHOULD HOPEFULLY be fixed!


Other than that, thanks a ton for trying it out and providing feedback!


-R1GBY

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Played the demo. it was good. double is confusing at first. but everything was smooth. Also how you compress a 400mb file to 99 mb LOL

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Hey!

Glad to hear you like it! As far as 400mb to 99mb, all I can say is I'm a wizard.

-R1GBY

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This game looks really good for an indie game

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good game and platforming, but the camera is too sensitive. the moves are very similar to mario odysseys moves, which is great. plus this requires a good computer. maybe make downgrade the graphics. my computer can handle this game, but many peoples computers wouldnt be able to. anyways, this is a very good a game and i want it to be continued

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Thanks a ton! So glad to hear you enjoyed it! As far as performance goes, I have it in mind and the next patch will have an options menu for everything.


-R1GBY

thank you for responding to this. This game is really fun and if there is ever a full release (for switch or pc) I will probably get the game

oh yeah if you emote then stop emoting, your animations stop working for a few seconds

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also are you going to update to ue5

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Hello all well?

I really enjoyed the test, the game is very nice and clean, but my computer is a little bad the game is constantly dropping fps but I don't know if it's my computer's fault.I didn't finish it because of the problem I had with the frames.

Just an information, but I really liked the idea and the movement, I hope you succeed in finishing the project, thank you!!😋

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Thanks a ton for playing!

I plan on optimizing and adding settings to change preferences in the final game.

-R1GBY

my 12th gen i3 with 8gb of ram and no dedicated gpu LAPTOP runs it damn well (45> all the time, mostly 60>, at least looks like that lmao) so you might wanna get a new pc

(SERIOUSLY WHAT ARE THE SPECS THAT SOUNDS TOO WEIRD TO BE TRUE GET A NEW PC IF IT'S WORSE THAN MY ANCIENT LAPTOP)

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By and large I enjoyed the movement! Here are some of the thoughts I had as I played--both things I liked and things I would've liked to see:

  • Chaining Goobi's spin attack to cancel a dive for some extra speed is very satisfying and creates a good way to both clear distance fast and get across longer (but not necessarily higher) gaps--I'd love to see that kept!
  • Goobi's jump animation can sometimes make his movement hard to track--in particular it's not quite responsive enough for me to always have the best grasp on his jump height. I'd like to see a separate animation for while he's going up in particular, to more easily learn his jump timing.
  • Wall attach triggers are very sticky! I'd like it if shorter walls couldn't trigger them at all, personally, as I kept having issues where I'd jump off a wall while platforming up steps.
    • I want to be able to cancel the wall grab state using Goobi's spin attack--it'd serve two functions, both allowing a break out of a wall attach state and a way to quickly hop up once you make it near the top of a wall. In fact, I think this could be a novel way to solve a large part of the wall attach stickiness issue, turning it into a feature wherein you can use the spin attack to clear the rest of the distance if your jump is a little too low and you end up attaching to the wall!
  • Lastly, some footstep sounds would be a nice extra touch that'll make Goobi feel more present in the environment.
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Hey thanks for playing the demo! 

So, I do agree that the jumping animation can be a bit weird at times, so I do plan on fixing it soon.

Also, wall jumping is still a work in progress and I'm completely redoing the system from scratch, so hopefully, it will feel better.

Thanks a ton for trying it out!

- R1GBY

I agree with the wall jump thing, also had the issue where I accidently jumped off wall when I was trying to jump up the steps.

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Overall, I really liked the demo! All the movement felt like it had great potential to be used in a variety of ways across levels! All I'd suggest is..

1.)Adding a short roll that can be done on the ground by using the dive button and increasing Goobi's acceleration speed a little bit. I have no major problems with the movement speed, I'd just like to be able to get to that speed a little bit quicker.

2.)Possibly making the glide button the same as the jump button while midair (and maybe setting both triggers to be dive buttons?) I think these might help the controls be easier to grasp and use for beginners.

These are just some ideas I thought I'd suggest, I by no means have any major background in game design, but I do think they could help the movement feel better.

Keep doing what you're doing though, I love the game so far and I look forward to seeing what's next for this robo-mailman!

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Thanks for playing the demo!


Everything you mentioned was totally fair, and I do plan on fixing a lot of the issues you brought up. The Demo V2 will be up in about 2 weeks so definitely try it out and lmk what you think.

-R1GBY

Every Piece of movement is clean and appealingly playable. Really really nice piece of work. As a Unity Game Developer I will suggest you two things.

1- When you enter cavern you can disable rotation of player with respect to camera, its feels weird when you rotate the camera, your rotation changed and player might don't know where the player is facing now. And the movement keys are now randomly face the player.

2- You can also disable the wall detection from player front side for wall running. Its becomes annoying when you are jumping small stairs like platform. bcz it sticks to the wall if you are close to it. Or you can define only some wall to be wall runnable.

These are just from a dumb guy so don't lose you creativity on my suggestion. Maybe you have better approach than this in your mind.

Just Consider this as suggestion.

Love the game and Good Luck.

Hey!

Thanks a ton for playing the Demo!


I plan on fixing the issues you addressed, Im currently working on a V2 version of this demo and it will be updated hopefully at the end of this month so definitely replay it and lmk what you think!


- R1GBY

Yeah Sure I am waiting for another demo.

Goodluck!

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Really good demo, it feels like this game is inspired by Mario 64 or Battle For Bikini Bottom Spongebob character could just be me.

I feel like it could be more optimized because my pc is pretty decent, I have never seen it overheat with 3 fans, it was HOT.

Overall, I had fun trying to speed run and I cannot wait for the future of this game.

Thanks a ton! Im definitely gonna work on optimization.

Small improvements: Make the spin attack a double jump(change button to jump) its a small thing but it will improve the flow. Play with the wallslide speed a bit i think it should be a bit faster, right now it kills the movement momentum. Great project, keep up the good work. Wish you the best.

Thanks a ton! Ill write that down!

Hey, any chance for Linux (and Mac) exports? Thanks!

Hey!

I do plan on making a mac and linux build very soon. When I put out the next update for this demo, ill try and upload a port for both of those!

Thanks

-R1GBY

Adding onto this, I have tested it using Linux (WINE) and it works nearly perfectly, the only problem I ran into was the wall jump camera not working.

I'm gonna take a wild guess and assume gliding up walls isn't supposed to happen.
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Gliding up walls feels so clean that it just seems like its a feature. -Either way, this game would be super cool, hope to see what happens next with this project.

thanks!

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the fact that you even pulled that off blows my mind, lets's just say it ITS A FEATURE.

On a real note, still polishing up a lot of stuff obviously, but thanks for sharing it and ill keep a look out for it!

looking so clean, came from youtube and cant wait to see where you take this project!

(+1)

Hey! Thanks a ton! Means a lot, support on this project is rlly crazy!

So, I really like this but there are some bugs/issues.

Bugs-

  • Smoke effect still plays during emote even though player isn't moving
  • Player silhouette shows through smoke, which is kind of pointless.
  • Cavern movement is not relative to cavern camera - if you entered in at an angle the movement will be slightly off.

Issues-

  • Movement controls are too many buttons, the spin jump and regular jump should be incorporated into a double jump (regular jump first, spin jump next). The glide mechanic should just be the current spin button. The current glide would be good later down the line having a "toggle glide option". Not really an issue just feel like that would be a nice QOL feature
  • You should be able to exit emote if you press any movement button.
  • Wall climbing camera should be similar to the cavern camera. I find the collision system zooming into the player while I'm wall climbing and it messes me up. 
  • Silhouette is pointless if the camera zooms into the player.
  • Camera zoom is quite instant, maybe consider adding some smooth? 

Other than that I have really high hopes for this, it feels fun to play in. Keep up the good work :)!

Hey!

Thanks a ton for playing the demo! I do plan on adding a double jump instead of a spin attack so I agree with that 1000%. The emote is EXTREMELY buggy so ill definitely fix that in the next patch. The Wall Jumping System is very buggy right now and I don't like the way it feels, so I am going to redo it completely. The silhouette I still feel helps in certain scenarios, but ill look into camera smoothing, I do agree it's a bit sharp, so il fix that too. 

Thanks a lot for the feedback, without it, this project would be TERRIBLE.

-R1GBY :)

Found a minor bug where you can attack or deploy the glider thingy and it will cancel out the boost from the jump pad

I'll look into that, I'm more curious how you spawned so many jump pads and mail trucks. LMAO

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Demo is good, that being said I would love if you would make it that Gobbi would pick up speed as he ran and also if Gobbi would glide if you double tapped jump or hold the spacebar smth like that would be great.

Anyways good demo and looks like it could be a great game too.

Time is 2:54

Thanks a lot!

Ive upped his movement speed by a bit for the next patch, and I'm planning adding a double jump so that will hopefully fix that problem.

Thanks for playing the demo!


-R1GBY

i found a strange glitch

a video of the glitch:

Yep found that one too, ill fix that in a patch!

Jeez, he gains so much height. In fact he can touch the top of the map, though there is a roof barrier.

liked the demo. played with keyboard and mouse. Don't know what it is but jumping feels a bit off to me. for me it feels a bit that i dont jump high enough. but maybe thats my pref. Also would be nice if the glider can open with the same button as jumping would make it way easier and you have another button open. 


Nice job i watch your devlogs! 

Thanks a ton! Ill work on both of those things. Another patch soon!

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noice:3

I felt like the dive felt a little sharp going down. The dive spin combo was incredibly fun and satisfying. Nothing really that negative to say about this move set.  Looking forwards to what's next in store for this project.

Thanks! Ill take a look into it and tweak it, Goobi is just a prototype for a player controller im working on.

If you can make the glide happen if you hold jump or press jump midair instead of using a separate button (RMB) to glide. This makes it so you can use RMB for something else and makes the jumping and gliding more fluid.

very fair point!

Whenever I see another youtuber making a platform game (Whether 2d or 3d), I always go "WHYYY? There are so many out there and it's so hard to make it actually good", but yours caught my attention particularly well!

The character is cute, the animations are really well polished, and the mechanics work flawlessly.

As some feedback, I feel like the character is a bit floaty as the animation is faster than his actual movement, and when you turn it also feels like he's sliding a bit. I always refer back to Super Mario Oddysey but the character really feels grounded in that game, and I think you can learn a lot from how they handled the animation / turning.

One last pain point is that it would be nice to also have a system in place where if you run for long enough your character picks up speed. I know the actual levels will be more compact than the test level but with the amount of open space here, traversing from one end of the level to the other can be a bit boring.

Otherwise, I think you're off to a really good start here with the game. Can't wait to see where it goes!

Thanks! Ill def take that into account!

You’re game looks amazing dude, I loved the spin attack/dive roll combination (I don't know if it's intentional, but it was very funny), the animations were very cool and also the 3D models were very cool.

I'm very bad at platforming but your game (I have to accept that I didn't pass it on the first try) but it wasn't so difficult that I would have to keep trying the level for many days.

I hope to see more devlogs in which you make levels and enemies, you are a very good video game developer

thank you so much!

Great game! Just a couple things though (I'm sorry I know how tiring bug fixing is). On the cheese shaped platforms, there's a bug where if you position the camera in a certain way while standing in the corner part, goobi will go comepletely inside it. Also, the sound effects do need a little bit of tweaking, but that's it!

Thanks! Yah those platforms will be fixed, and yes, the sound effects are just placeholders! So thanks!

Hi there, I just gave a shot to a demo version of your game and found some annoying animation, it's when you glide with your hat you just playing the default jump loop animation hope you change it somehow cuz it's really not perfect with gliding.
keep doing great things : 

Hmm, good you go into further detail?

actually when you press RMB to glid that the order you just gave your character to do, it means your character shouldn't be scared of gliding.
but here we have the character and when we glid the character looks soo scared of gliding that's the problem I saw personally,

don't know if I'm right or not, but it's kinda annoying while you gliding : )

what?😂

Great demo! I see a lot of potential here and I'm already fond of little Goobie. I actually didn't come across any bugs in my run (6:30 to finish) but I've got some feedback below that I hope will help!

- Turning feels great, you've got a good amount of leaning with the model.

 - I'm not sure if this is a bug or an intentional combo, but if you do a roll and then a spin attack you get this really like boosted roll combo. Once I found that I was doing it non-stop and it was a lot of fun. If this is an intentional, I'd recommend making the combo a bit harder to do so that it's more rewarding when you land it.

- The wall jumps feel really good, but I think there definitely needs to be a ledge grab. I thought I saw that in your devlog before but maybe I'm mistaken.

- Part of me likes how swift the roll is, but the other part of me feels like it's a bit too swift and makes the controls feel kind of jarring. I can see that it's a quick action to give the player full control of it, but it definitely loses some game feel because of it imo. Maybe you could add a quick force to goobie when you perform a roll so there is more impact to the action. Almost like goobie is pressing off a wall of air right before performing the roll? The force could vary depending on when you perform the roll since I noticed the roll can be performed regardless of how high you jump.

These are all just ideas though and things I noted while playing, but regardless I think the demo was awesome so far and I'm excited to see the game progress. I hope some of my feedback was helpful man and feel free to dm me on discord if you ever want me to discuss more about my thoughts on everything! :)

Thanks for playing it dude!

- As far as the "spin attack dive combo" yes it was intentional and I'm very glad that people think its fun! I do agree that it is very easy to pull off, but I will make it a little bit harder and more rewarding.

- No currently there isnt a ledge grab, however many people have said that there should be one and I completely agree. So ill program one in soon!

- Yah the roll/dive is something im going to keep perfecting, nothing is final (obv) but yah ill def look into it!


Thanks a lot dude for playing and ill be sure to dm you!

I wonder if my pc can run this

I hope so!

Great demo but may I ask I know its dumb but how do you make the platform tilt from where goobi is? Cant wait for release

haha, not dumb at all, its a blueprint that I made, theres 2 collision boxes, and depending on where goobi is on the platform, it will rotate.

very nice game

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thank you!

This game saved my life

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so glad to hear

The movement is really good and feels like it could have been made by AAA developers. 

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wow thanks for that! still got a lot of work to do!

I like it a lot, don't stop working on your game, it has a lot of potential.

The bug I noticed the most was that in the cave test, Goobi keeps moving in the direction the camera was facing before entering the cave.

But the rest is pretty cool, Goobi looks really cute (your friend LERPish did amazing animations by the way), and the gameplay feels really good.

By the way, I love your devlogs. :)

Im still gonna keep making it, and yah I saw that bug as well, idk how that went over my head. (imma fix that soon) but yah LERPish is awesome. And thx for watching the Devlogs!

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theres a lot of potential, 

a few things i would personally like to see changed (i played with a gamepad):

  1. when hitting the ground from a jump or jump roll the controller vibrating felt too much, from small heights like that i personally wouldnt want any feedback
  2. there is no jump buffer so when i hit jump a few frames too early before landing i dont jump and it feels punishing for not being frame accurate
  3. when jump rollling i wish the momentum of the roll would finish on the ground instead of it instantly slowing down
  4. also jumps might feel a little better if you hovered at the peak of it for a couple frames when holding the jump button


but the visuals of goobi is charming and i look forward to seeing where this goes

i realised i only posted critique 

i really liked the wall jumping, felt responsive and rewarding

once i realised i could jumping off platform walls and rolling onto the surface of them was fun

it was a little hard to realise the spin gave me height at first but it was nice, reminded me of jak and daxter

i also hope you add a double jump because i think it would add a lot 

Gotcha! Means a lot, ill write it down for possible things to add.

Thanks for playing! I got a lot of feedback about the controller rumble, not many people liked it so i might just have an option to toggle it on or off. Also I agree that the jump needs a little work, but I agree with you. Ill add a patch soon, thanks!

I love your devlogs! Great job with Goobi however, because I'm so annoying I use mac and that's why I can't test the demo :((

It's okay tho I'm fine with watching the progress of Goobi! Good luck on future updates!

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Thanks for watching! this weekend ill upload a mac version! apologies for not making one, didn't have enough time, but ill for sure add one!

Everything feels really nice here. The new model is adorable and animations are smooth, many points to LERPish. Here are a couple of minor things I noticed:

The interaction icon is always Y, not sure if that's meant to be dynamic yet.

Also it needlessly opens SteamVR which seems to be very common for Unreal demos I've noticed.

Very solid demo. <3

Yah LERPish is awesome, as far as the "Y Icon" yes it does need to be dynamic, so Ill be sure to add that in when the patch releases. STeam VR I will also disable in the patch! Thanks :)

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Feels great! I think you've got the right balance between weighty and floaty on the jump. To me when I used the hat attack it felt a little inconsistent because if I press it after a jump I gain height but if I press it during a jump I couldn't tell if I gained additional height or not. The wall jumping feels nice. A nitpick about it is that I would prefer to only initiate wall jumping if I move into the wall in the air. If I stand next to the wall and tap jump I don't necessarily want to automatically stick to the wall. That could be frustrating if there were little Goomba enemies or something I was trying to stomp on that were near a wall but then again I guess it's a lot easier to teach players to wall jump if they do it automatically. Love the new animations too. Can't wait to see more!

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Thanks! yah I got a lot of feedback about the attack and wall jump, definitely, things to consider and ill fix them in a patch!

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