Quite so, yes! Now I just need enemies that throw donuts at you.
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
ah yes, the trio: tall milf, shortstack office girl and goth
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 theyāre different from what Iām used to and all next to each other. That oneās mostly personal preference, Iām 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 itās not really a big deal.
Another issue I had was every time I play the demo, I get stuck in the āescapeā 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 canāt 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 havenāt noticed anything happening from hitting just UP or both of them together.
For the last thing, I think itād feel better if while dashing in one direction, it doesnāt cancel if you push the other direction. Otherwise it makes it feel more janky when youāre 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 Iām really excited to play this game when it releases, feels like itāll be fun and I love the artstyle.
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
āsome areas might be easier to navigate when smallerā
me, going through that area at mach 10 on obese:
Since release Iāve dropped 2 hotfixes that adress some common issues!
- Added a reminder in the red toggle room post-runback thatāll 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 donāt 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 DMās,
Button mapping and controller support are coming down the line, courtesy of backend friend!
And itās on purpose that immobility goes away just by pressing C, mainly for ease of use and cause thereās 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. Iāve 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! Iām quite proud of it myself.
When Iām feeling particularily swaggy I too stay obese
this is so good!
iāve 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 āābuttonsāā 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!
I donāt 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
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 Iām glad to hear youāve enjoyed my work for so long, I hope this game will satiate the cravings that Og1 left behind
it has potential but the controls are terrible
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 āit could be good if it wasnāt trashā which is no where close to what this game is.
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 thatās what I reflexively press. I actually forgot sprinting was even there because it wasnāt on Shift.
I also really hope the actual game has better indications for where to go for the āscramble 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 wasnāt gonna do that.
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 didnāt 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. Shouldnāt be too hard to implement given the creators coding skills
Rooting for you @Dipsheet !
Iām 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 ārace to the exitā would be nice, but I donāt 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!!
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 whoās helping me out with difficult backend stuff like that.
Iāve played through the entirety of Wario Land 4 with this control scheme multiple times and Iām 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 Iāll make it so!
Hope that clears things up, look forward to next update.
all you need to do is dash at the button, dashing into a wall also starts a wall jump and will trigger the buttonā¦
id swap movement wasd and the actions to arrow keys itll be more a more fluent movement system in my opinion
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
fair but what would you do with ZXC for the abilities? WASD is for keyboard and mouse where just keyboard doesnāt 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 ābadā about the current controls is using Space instead of Shift.
At least you gave some actual feed back, but saying āuse WASDā only accounts for half of the problem of āyou should change the controlsā, because if he used WASD + ZXC, well those are actually horrible controls
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.