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Dim_Yimma_H

Mario Galaxy 2D fan game demo. Some opinions?

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The game is pretty good. I liked gravity effects, The only thing I would say that I disliked is the jumping. I didn't like how you have to hold down the spacebar to jump. I would like the jumping to be more like Mario.

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The angles and directions the player moves in can be disorienting at times, especially when having to switch controls midway on a "planet" to keep moving "forward", jump over things, or dispatch enemies.

Rotating the camera to keep the player/avatar oriented "up" while moving along the surface i think would help this a lot and avoid control issues. You can see an example of what i mean in the flash game Aether.

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Quote:
Original post by jtagge75
I like the visual style, its Super Mario Bros but its not. Looks pretty fun.

I'm glad to hear you like the style, maybe I can mark "first impression" as acceptable now.

Quote:
Original post by Eagle11
The game is pretty good. I liked gravity effects, The only thing I would say that I disliked is the jumping. I didn't like how you have to hold down the spacebar to jump. I would like the jumping to be more like Mario.

I guess it's quite contradicting how this Mario-like game doesn't have Mario-like jumps. My intention with the powering up before jumps was to make it intuitive from a real world perspective, though players aren't used to that. Now I feel a bit split about whether to replace that feature by mimicking the jumps of a Mario game.

Thank you for your opinion, it's much appreciated.

If anyone thinks of a clear drawback of powering up before jumps, I'd be interested to hear [wink]

Quote:
Original post by Gyrthok
The angles and directions the player moves in can be disorienting at times, especially when having to switch controls midway on a "planet" to keep moving "forward", jump over things, or dispatch enemies.

Thanks for pointing that out, and I believe that I can remedy the direction issue by allowing clockwise and counterclockwise movement around the planets, I'll try it out at least.

Quote:
Original post by Gyrthok
Rotating the camera to keep the player/avatar oriented "up" while moving along the surface i think would help this a lot and avoid control issues. You can see an example of what i mean in the flash game Aether.

Good example there, though my software rendered rotations would reduce performance much if rotating the whole view. I'll keep your idea in mind, still.

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