Robopill 0.4
20/21 Y1B - Team 12: RoboPill » Devlog
What is changed in this build?
Overall:
- better wall collision detection
- Character feedback when performing a wall jumping
- new dynamic camera movement (currently only used in Wall jumping gym level)
Wall jumping gym level
- Wall jumping gym level has been changed, covering some more metrics and challenges
Different types of surfaces gym level
- New challenges with moving platforms and conveyor platforms
Bugs:
[edit] I forgot to sync the menu, it still says 0.3. I will release a new build with this fixed
Files
robopill-build1.0.1 268 MB
Version 5 Jan 20, 2021
Get 20/21 Y1B - Team 12: RoboPill
20/21 Y1B - Team 12: RoboPill
Race against the clock in this fast paced platformer
Status | In development |
Author | Breda University of Applied Sciences |
Genre | Platformer |
More posts
- V1.0.1Apr 15, 2021
- (ノಠ益ಠ)ノ彡 [V 1.0]Apr 09, 2021
- V0.8Mar 26, 2021
- V 0.7.1Mar 19, 2021
- V 0.7Mar 19, 2021
- V 0.6Mar 12, 2021
- The real final build V 0.5.1Jan 28, 2021
- Final build :)Jan 28, 2021
- Small fix update for Third BuildJan 14, 2021
Comments
Log in with itch.io to leave a comment.
Week 7 Feedback:
General:
No pause menu? Your main menu doesn't pull in button focus properly either.
This feels like a solid little platformer right now - though lacking a little bit in the goals department. If the aim is survival, there's not a lot that can kill me right now ... maybe not the worst situation, but worth thinking about. Check what your creative direction was for goals, too - make sure you didn't forget about it.
Good work, all of you. Presentation is a little bland right now, but otherwise this is a really solid little slice of gameplay.
Bart:
Camera pans a bit slowly at times. Otherwise this feels great. Damn shame to see such an orderly gym level but no use of wall jumping or surfaced platforms in your challenges!
Sebastiaan:
3Cs are serviceable, but didn't spot anything to comment on. Gym is harder to navigate, less organised, since teleporters aren't clearly labelled. That said, there's some exploration of challenge tucked away in there.
As with Bart, it's a let-down to not see more stuff being pulled together, and the presentation really lets you down, because the content could have been good - what I saw was good enough to suggest there's more, better stuff hiding away somewhere.
Jesse:
As far as challenge goes, this sold me on a solid experience with just one or two examples. Whoever suggested that you remove the boost ability for a moment after a wall jump owes you a drink - and if you came up with that little flip yourself, that's amazing.
A lot of concerns about the stability of that under multiple edge cases, so it might be worth giving me a shout so we can review the BPs together. What happens if the wall jump is too tight? If it's interrupted by a moving platform from Sebastiaan? etc.