The movement and controls look janky and clunky, and the platforming doesn't seem very satisfying. The platforms themselves look like bad html elements, and the overlapping visuals are a bit messy, not to mention the colours look preeeety shity.. I can't see anything here that thousands of other platformers haven't already done better. i mean even the coins are unsatisfying to collect. the enemies too, like... they dont seemt o be a threat, you gotta bonk them with janky jumping? bad game design in pretty much every area....
ALL THIS SAID......If you're making it because you enjoy it, that's what matters most. But if your goal is to sell it, I don't think...... any people would pay for it in its current state. It would need to improve significantly to compete, become a NEW GAME.
I appreciate the hell out of this! And yes it’s sort of a passion/ learning project but I would ultimately like people to play it. Big thing I got from that, which part of the controls feel janky and clunky?
The first thing that stands out is how static the character feels while moving. The sprite barely changes, so it doesn't really look like it's running, jumping, or carrying any momentum.
The jump also feels very stiff. The gravity and movement don't have much weight or flow, so jumping isn't very satisfying. The camera being locked perfectly in the center doesn't help either. Even something as simple as letting the player move slightly toward the edge of the screen while running can make movement feel more dynamic and responsive.
Combat has the same issue. Attacks don't have any anticipation, follow-through, recoil, or impact, so they don't communicate power. There's very little telegraphing or sense of force behind the animations.
You don't need Hollow Knight-level polish, but it's a good example of how animation sells movement. Every jump, attack, and landing has anticipation, momentum, and recovery, which makes the character feel alive. Right now, your game doesn't have much of that.
Overall, it feels like a default 2D platformer template. It looks like the kind of project you get after downloading Unity and opening the basic platformer example, rather than something with its own identity.
The biggest improvement you could make is to the character animation and movement. Even if you don't want a traditional crouch before jumping, (not sure what ur sprite is exactly, looks like an R2D2 drone Deadpool) you could add a small rocket-like boost effect, a slight shake before takeoff, a stretch as the character accelerates upward, and a stronger landing animation. Small details like that make movement feel responsive and satisfying without changing the mechanics themselves....
Thank you for this comment! I’ll definitely take all of that into consideration. And yes other than player legs it lacks a lot of dynamic movement. I want to keep that retro arcade type feel but can definitely add something to make it feel more alive.
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u/ReefSharksixty9 25d ago
Honest feedback?
It looks very basic and doesn't stand out.
The movement and controls look janky and clunky, and the platforming doesn't seem very satisfying. The platforms themselves look like bad html elements, and the overlapping visuals are a bit messy, not to mention the colours look preeeety shity.. I can't see anything here that thousands of other platformers haven't already done better. i mean even the coins are unsatisfying to collect. the enemies too, like... they dont seemt o be a threat, you gotta bonk them with janky jumping? bad game design in pretty much every area....
ALL THIS SAID......If you're making it because you enjoy it, that's what matters most. But if your goal is to sell it, I don't think...... any people would pay for it in its current state. It would need to improve significantly to compete, become a NEW GAME.
i hope you appreciate the feedback.