Update: Level design is hard. After I'm done with this game I'm going to make something procedural so I don't have to bother with it. 😛 But I now have a level and all the mechanics and a decent number of enemies. Just gotta keep expanding until it feels like enough.
Oh, and bosses. I need bosses.
I've always loved motion inputs in fighting games and I've always wondered why you don't see them elsewhere. When done right they really help you feel like you're controlling your character beyond just a simple button press.
Update: I was sick for a week and unable to do anything that required getting out of bed for too long. Better now and going back to the game as soon as I catch up on other obligations. Preparing to resist the urge to just do more character animation and to try to actually get some tiles done.
Owned this game as a kid and had no idea it was a bootleg. I love how swinging your sword in the air slows your fall - it doesn't make much sense but it feels great.
I'm not a big fan of double jumps but I love it when games find more interesting ways to give you more precise aerial control.
gaming hot take: limited lives are good because replaying earlier levels after you game over forces you to better your fundamentals instead of just grinding against the latest problem area until you get through
I can think of a couple beat 'em ups and maybe one jrpg that sorta kinda does it, but that's kind of it. If anyone knows any other examples I'd love to hear them!
Either way, I'm adding them to my platformer. Be the change you want to see in the world I guess.
...okay, maybe I can allow myself to work on a game for a little bit. While being aware that: It will not be profitable. It will not be popular. It will not be groundbreaking. But it might be fun, and it might be cute, and it might be artistically fulfilling. That should be enough.
New game is going well. Happy with the animations I've made so far, and looking forward to working on level art soon. It's something I'm not as good at as characters, but I want to use this as an opportunity to improve.
Alright, time to share what I've been working on! Still a ways to go, but here's a quick look at where it's at right now.