OverGlow 2: Night - PLATFORMING DEMO OUT NOW

Quite so, yes! Now I just need enemies that throw donuts at you.

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Look at these sweet hochi mamas


Information about all this and less! In the link! Below!

also with soundcloud track: Stream Mansion Menagerie by DipSheet | Listen online for free on SoundCloud

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ah yes, the trio: tall milf, shortstack office girl and goth

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PLAY IT NOW

PLEASE SUPPORT THE GAME IF YOU CAN : )
https://www.patreon.com/Dipsheet

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So I played through it 3 times (recorded the first 2 as requested in the readme file, idk if you want that in a DM) and I think that the movement overall feels pretty good. I like the differing mechanics at different weights and the dash/jump combo feels fun to use.

I only had a few issues with the demo, the first being the controls as I kept mixing up the jump and dash button and I would completely forget that the sprint is the spacebar. I think it might just be because theyā€™re different from what Iā€™m used to and all next to each other. That oneā€™s mostly personal preference, Iā€™m sure other people will have no issue with them, but I hope there can be a way to change controls in the full version so I could make them more comfortable for myself, but if not itā€™s not really a big deal.

Another issue I had was every time I play the demo, I get stuck in the ā€œescapeā€ segment. In the room where you have the food right after all the wall rocketing and you have to do the big blast to hit the button thing, I have no idea how to activate the button because you canā€™t move after eating the food but the food is too far to hit the button with the blast. Also every message talking about the blast says UP and C, but the blast activates just from C, I havenā€™t noticed anything happening from hitting just UP or both of them together.

For the last thing, I think itā€™d feel better if while dashing in one direction, it doesnā€™t cancel if you push the other direction. Otherwise it makes it feel more janky when youā€™re trying to dash into a wall and then move in the opposite direction afterwards because you have to wait to make sure the dash has completed before pushing the key. All in all though Iā€™m really excited to play this game when it releases, feels like itā€™ll be fun and I love the artstyle.

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so, after running through it I can say it is indeed quite fluid, everything seems to mechanically work as intended outside of no muscle memory for the control scheme ruining wall jumps the first couple of runs

ā€œsome areas might be easier to navigate when smallerā€
me, going through that area at mach 10 on obese:

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Since release Iā€™ve dropped 2 hotfixes that adress some common issues!

  • Added a reminder in the red toggle room post-runback thatā€™ll help you lose weight
  • Added a pickup spawner after the first immobile section, just in case
  • Moved the button encased by red blocks into the wall so you donā€™t accidentaly clip through the world (proper fix pending)
  • Fixed the toggle blocks collision jank, you should now always be able to exit or be pushed out when stuck
  • Added a bit more clarity to the tutorial
  • Added Options menu when pressing Escape, you can toggle various settings and restart or exit the game from here. Courtesy of my backend dev friend!

Aye feel free to send through DMā€™s,
Button mapping and controller support are coming down the line, courtesy of backend friend!
And itā€™s on purpose that immobility goes away just by pressing C, mainly for ease of use and cause thereā€™s no further inputs to be made there. But for any other weight stage you need press Up and then C to lose further weight so you can switch between stages. Iā€™ve added a notice to the tutorial that hopefully clears it up when playing fresh.
And as for dash canceling I could run some tests with it, forcing the player to commit is fair.

Happy to hear you like the way it plays! Iā€™m quite proud of it myself.
When Iā€™m feeling particularily swaggy I too stay obese

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this is so good!
iā€™ve been a fan of the cute ghost girl ever since i played that first demo where you fed her with logs!
(i wish you could make some minigames of her with that focus too, on her getting softer)
but i really like this platformer demo of overglow 2, its very cool and nicely done!

the only downside is at some point it has too many ā€˜ā€˜buttonsā€™ā€™ that you have to shoot at simultaneously and to jump in order to get into the next platform, which makes that stage particularly hard to win.

other than that tho, its very nicely done, with beautiful drawings of the ghost girl, nice walking/running/jumping animations and with some neat WG mechanics too!

keep up the good work, OP!

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I donā€™t wanna give away too much but I do have plans for some interactive minigames here and there.
The platforming takes weight gain as a core mechanic but the focus is definetely on the gameplay moreso than the kink in this case.
But I hope the upcoming parts of the game will fill that void with softness :slight_smile:

And aye noted about the difficulty of the tutorial, given how little time I had to stomp out the demo I made it a bit more difficult so people could spend more time with the game. Later release will probly dial it back a bit and divide the tutorial and the challenge across 2 stages.

In any case Iā€™m glad to hear youā€™ve enjoyed my work for so long, I hope this game will satiate the cravings that Og1 left behind :slight_smile:

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it has potential but the controls are terrible

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are you going to provide any actual feed back on how the controls are bad and what would be good controls?

The ZXC + Arrow keys format is a staple of Web Based platformers, and fits the hand position nicely.

this is a form not twitter, if you have something you want to say about something maybe actually take the time to think about what you want to say and type it out instead of just saying ā€œit could be good if it wasnā€™t trashā€ which is no where close to what this game is.

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This part is just a pain in the ass. Having to jumpshootdashwallbounceshootjumpdashjumpshoot to progress up one platform is really annoying. It also made me feel like Shift is a better option for sprinting, so Space can be used for jumping, because almost every other game using a keyboard does both of those so thatā€™s what I reflexively press. I actually forgot sprinting was even there because it wasnā€™t on Shift.

I also really hope the actual game has better indications for where to go for the ā€˜scramble back to the start of the levelā€™ part. Games like Pizza Tower have your buddies literally holding arrow signs pointing out where to go when it does that, because sequences like this need those kinds of directions. Also a checkpoint right before it starts, because when I timed out 3 feet from the end of it and it told me to do the whole demo all over again, I just decided I wasnā€™t gonna do that.

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I will counter your statement with this: the cotrols are not bad. Everything actually works just fine. The controls are snappy, the character moves very well, the animation is fluid and I never had a problem where our ghostly friend didnā€™t do what the button I pressed told her to. That being said: the control scheme, which button does what, is not to my liking either. With keys so close together, and me having giant meat-mit manhands, pressing the wrong button is inevitable for me.

Could we possibly get the ability to set up our own control scheme in the future? Call the buttons attack, jump and charge (or something similar) and let us choose the layout ourselves. Shouldnā€™t be too hard to implement given the creators coding skills :slight_smile:

Rooting for you @Dipsheet !

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Iā€™m sorry to be that person, but I think you might be over complicating the movements in that section. Using a similar button sequence, I ascend from the bottom to the end of that area.

With the general critique about controls, having mappable buttons would be very swanky. I also am under the impression that if the game was longer than just a tech demo, players would get used to whatever control scheme might be in place. Having arrows to direct you towards the ends of levels if there will be more ā€œrace to the exitā€ would be nice, but I donā€™t know if it was stated if that feature was going to be prominent in the game.

Anyways, that is my two cents, I liked the little demo and played through it a couple times. One for sure to read the ending sign (that was so rude!! jk). Cute ghost gets fat lol. Excited to see what comes next and I wish the devs nothing but luck!!

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Thanks for all the feedback, and to assert it all at once:
Button mapping is underway and should be included next update, controller support is also being looked at. This is all courtesy of a friend whoā€™s helping me out with difficult backend stuff like that.

Iā€™ve played through the entirety of Wario Land 4 with this control scheme multiple times and Iā€™m in love with it, perhaps with more time people could get used to it aye but at the same time this level of customization only makes the game more approachable and I want as many people in this community to enjoy it and there Iā€™ll make it so!
Hope that clears things up, look forward to next update. :slight_smile:

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all you need to do is dash at the button, dashing into a wall also starts a wall jump and will trigger the buttonā€¦

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id swap movement wasd and the actions to arrow keys itll be more a more fluent movement system in my opinion

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yeah proably should have phrased it way better than i did i was in a hurry but control placement is my issue simply because its foreign to me to use arrow keys for general movement as for a tight control space that doesnt really bug me since i rebind most of my games to be a key away typically for example when i play halo E is interact as god intended but ill make F my grenade key and Q swap weapons where 1,2 will be grenade types and ill make x my flashlight as for melee ill use my thumb mouse button i follow this format in most basic games i play thanks for not being a dick about my lack of information all be it any of it was well warranted

To summarize control placement arrow keys arent great for movement and better suited as utility keys in my opinion i think many other gamers would agree if you were ti swap movement to wasd and then your actions to arrow keys itll be QOL improvement

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fair but what would you do with ZXC for the abilities? WASD is for keyboard and mouse where just keyboard doesnā€™t need the mouse so the arrow keys are more viable since not every keyboard has a number pad, I agree that a WASD with a P to \ key set up would be good for people who cannot adapt to arrow keys, but the only thing actually ā€œbadā€ about the current controls is using Space instead of Shift.

At least you gave some actual feed back, but saying ā€œuse WASDā€ only accounts for half of the problem of ā€œyou should change the controlsā€, because if he used WASD + ZXC, well those are actually horrible controls

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I think the developer has made it clear they are looking into giving us the choise to remap the buttons. As such this is no longer an issue. Letting us set up the controls as we wish is a great solution.

Let us focus back on the great little demo we got, and whatever other feedback we may have for the dev.

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