GameFeel Hyper Fixating Time #indiegame #gaming #gamedev

here’s how I made my game feel way better this is pulley walk my rage game where you climb using your tongue you can only toss out your tongue once when you’re in the air so I added these Blue Points that refresh your toss but here’s the problem the player should always be able to grab a dut that is diagonal to a point and I want the points to have a big forgiving hit boox but if I do that the bler can grab the edge of a point and completely whiff the donut so here’s how I fixed it you keep the hit box big but you make it so that when you grab the point it takes the difference between the player and the point’s location and it sets the player’s location to the halfway point the goal of this change is to align what happens in Game to what the player expects when it comes to game field you want the player to understand how your mechanics work as quickly as possible one way is to teach the mechanic better the other is to bend the mechanic to their expectations so

https://store.steampowered.com/app/1998440/Pullywog/ wishlist here

11 Comments

  1. The best game mechanics are the ones that are completely invisible to the player and they never notice. Which is a shame, since you spend so much time on them 😅

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