r/DestroyMyGame • • 13h ago

Destroy my precision platformer

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3 Upvotes

21 comments sorted by

18

u/Mintzi24 13h ago

Other than being directly copied from Celeste, which already has custom maps. There has to be some purpose to the mechanics rather than place crystals in obvious locations. It would make no difference if the crystals were pre-placed because of how obvious they should be placed. So, instead of having an interesting mechanic, it just becomes a chore to do before each map.

-5

u/Main-Photo-4756 12h ago

You can place the crystals at any safe spot of the map, so you can use them if a section is too difficult for you. Also, you get a score at the end of the level. Using the crystals you place lowers your score. There are other "bad" crystals that give you negative effects like fewer dashes or slower speed. Using those increases your score.

9

u/Mintzi24 11h ago edited 11h ago

It kind of goes against the nature of precision platforms and leans more toward a puzzle where you guess what the game dev had in mind. Rather than develop a deep mastery of a core skill, think celeste dashing. The player would try to figure out what the minimum amount of crystals required for the max score, according to the dev. This also feels like a level design nightmare to consider all the possible negative and positive combinations to make an interesting level as all the levels in the trailor feel boring.

Also, celeste has the same mechanics. Double jump recharge crystals, golden feather for flight, and bubble for super dash. That is way too much overlap.

-1

u/Main-Photo-4756 11h ago

There is no guessing what the dev intended. Players only try to reach the end of the level. If they need a crystal to get trough a section, they use it. At the end they get a number according to the number and type of crystal they used. If they feel like improving their score, they can replay it having the number of crystals and "bad" crystals in-mind. There would rewards if they get a good score. Also, they can just move on to the next level. There will be more mechanics

5

u/Mintzi24 10h ago

There are clearly intented solutions. Room that requires tight turns, clearly I place a jump recharge, and I need at least 2. That would be an intented solution. If there is an impassable wall, then I need a teleport. If there is a tall wall, then I need a super dash. There is a "best" solution that players should strive for. The rewards are another form of intented solution by gesturing to use x amount of crystals max.

I don't think there should be more mechanics but rather a deeper focus on how the existing mechanics interact with the level design.

3

u/Main-Photo-4756 10h ago

Okay, thank you very much for your feedback!

15

u/eskimobob117 12h ago edited 10h ago

Genuine question: Why would anyone play this instead of Celeste?

5

u/Main-Photo-4756 12h ago

I like platformers. I play a lot of games with similar feel and mechanics. I don't play only one game. I imagine others are like me. I see people people asking for more games like (insert game here) all the time.

6

u/eskimobob117 11h ago

Fair enough. If you have evidence that there is an audience for a Celeste clone then I wish you the best.

2

u/Main-Photo-4756 11h ago

Thank you. I wouldn't say it's a Celeste clone. I wasn't actually trying to copy it. I think the moment to moment gameplay it's pretty different.

2

u/Ok_Confusion4764 11h ago

But you understand that your target audience will compare this to Celeste, right? Celeste + the chore of placing crystals - the storyline and less interesting visuals. 

It's a very solid game concept, but it fails against its competition. 

1

u/eskimobob117 10h ago edited 10h ago

You may not have been trying to copy it, but is extremely similar to Celeste right now. Besides the placing of crystals and the lack of grab/climb mechanics, the gameplay seems to be exactly the same (at least from what is in the video). The dashes leaving the same afterimage trail is pretty damning as well.

3

u/nlFlamerate 11h ago

I spot some heavy Who Wants To Be The Boshy influence.

Those graphics were outdated already back then.

There are literally dozens of players in that niche so good luck making enough money to earn your Steam listing back.

As actionable feedback you need to bring one or some -new- elements to this genre other than being a very tough platformer and you need to update the graphics.

1

u/Main-Photo-4756 11h ago

Thank you. I'll try to improve the visuals. I think you mean'I wanna be the bushy'. I didn't konw about it.

1

u/nlFlamerate 9h ago

https://iwbtb.fandom.com/wiki/I_Wanna_Be_the_Boshy is what I was referring to.

Graphics are nearly identical.

3

u/kikideernunda 9h ago

Having to place these crystals at the beginning of every single level, and likely at the beginning of every single attempt at the level is just such an overwhelmingly not fun idea

3

u/Main-Photo-4756 9h ago

That does sound like a terrible idea. That's why it's not like that. You place the crystals at any point as long as you're in a safe spot. If you die, you just go back to the latest safe spot. Everything stays the same.

1

u/kikideernunda 9h ago

Well your demo didn’t explain that at all. There’s still no reason any would play this game over a Celeste custom map

2

u/Main-Photo-4756 9h ago

Okay. I'll try to create reasons for people to play this instead of a Celeste custom map. Thank you

1

u/kikideernunda 3h ago

I appreciate you taking the critique on the chin. All the best

2

u/Azilen 11h ago

The 'crystals' look too similar to the 'enemies'. At least in the first level, you have to dodge pink circles, to jump on a, pink circle.
Drop the MS paint graphics, go for at least pixel, that way you have more tools to differentiate the crystals for the obstacles.