4.00 star(s) 10 Votes

Reapergod36

Well-Known Member
Jun 23, 2017
1,231
1,222
365
Man, I love this type of game, and the art is great, but that jump is really causing me some grief. Needing a full jump to traverse 90% of the platforms in the game would be fine, but the jump is fairly slow, and slows down even more towards the zenith of your jump, making nearly every single time you need to jump take longer than it needs to, and you don't even get that much height out of even a full jump (at least not early on), making it overall feel pretty unsatisfying to move around, which is a shame since the on ground movement feels great.

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Anyway, the game is good, and I shall be watching your career with great interest. Best of luck in all your current and future endeavors, dev(s).
The jump is a problem for me in that I hate having to do it when I'm just traversing areas trying to get to the next stage. Where I'm past the point of killing enemies over and over and just am trying to figure-out where to go next. I don't want to hold jump for every jump to get to where I want to go. It just makes for repetition irritation.
 

Fluffy_Kaeloky

Newbie
Game Developer
Sep 1, 2020
60
152
153
Thanks ! I'm glad you like the game !

For the jump, you're not the first person to tell us that. We've tried tweaking the jump already in this version by adding a minimum jump height and making it slightly faster, but we might still have missed the mark :unsure:

I'll take a note about your observation about keeping the player at the zenith of the jump. At that point in development, we're a bit reticent to change the player's jump too much and risk affecting a lot of level design, but I feel it might be worth it if we can get an equivalent jump height.

It's not that we don't want to change it too, it's just that I'm really confused as to what people find wrong with it.
I'm not calling you crazy by the way, we have received similar comments, we're just having a hard time figuring out *why*. Your comment has been the most constructive so far about the jump mechanics that I would need to implement. I'll give it a shot (y)

On a sidenote, you aren't supposed to be dodging the shrimp as it bounces.
When it starts being immune to rockets by charging his roll, I wonder what else you could try to hit him with, maybe something you've just acquired? ;)

I see, well, it's hard to please everyone when making a game. I'll have to live with the fact that you didn't like it, but it's okay, we'll still do our best :)
Regarding the erotic content, it's hard to have the mediums everywhere, especially near the start of the game, as they are designed to be dangerous compared to smaller enemies. We'll do our best as our range of enemies increase though.
 
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Fluffy_Kaeloky

Newbie
Game Developer
Sep 1, 2020
60
152
153
Hey, where do I drop this file? I want to see if any of these animations are worth giving the game another shot.
If you are on windows, you can copy the file to %appdata%/LocalLow/StickyKeys/StarSpawn/

It should appear as the second profile (counting from 0).
 

SAXsadaswf32134

New Member
Jul 29, 2022
11
8
55
Hmm, the last Player.log seems to be fine, without crash. For the previous one though, it looks like something internal to Unity crashed. Seems like a fault involving ntdll.dll, which is, as far as I know, Nvidia related.

Ensure that you have up to date drivers. If that fails, you may try to launch the game in Vulkan rather than DX11 using the launch argument '-force-vulkan'. We tested Vulkan on Linux and it works perfectly. Should also work on Windows.

Other than that, I'm at a loss, sorry :<
well, it's okay, thanks anyway, i indid kinda have problems with DX but mostly DX 12. idk how it fix, bcause mostly game works, and i alredy try most metods
 

E358700

Member
Aug 28, 2024
227
448
132
Thanks ! I'm glad you like the game !

For the jump, you're not the first person to tell us that. We've tried tweaking the jump already in this version by adding a minimum jump height and making it slightly faster, but we might still have missed the mark :unsure:

I'll take a note about your observation about keeping the player at the zenith of the jump. At that point in development, we're a bit reticent to change the player's jump too much and risk affecting a lot of level design, but I feel it might be worth it if we can get an equivalent jump height.

It's not that we don't want to change it too, it's just that I'm really confused as to what people find wrong with it.
I'm not calling you crazy by the way, we have received similar comments, we're just having a hard time figuring out *why*. Your comment has been the most constructive so far about the jump mechanics that I would need to implement. I'll give it a shot (y)
Glad to hear that something in my inane ramblings made sense. XD
I can definitely understand the hesitance to change the jump too much at the risk of borking the current level design, and while that is an issue that could very much lead to a lot of work, it's generally better to test things like increasing jump height a bit, making your jump faster, etc. early on when the game is still clearly in a sort of beta stage. Nobody is likely to complain too vocally if the jump gets better but it makes it too easy to break progression in an area or two when the game has a giant disclaimer about things being broken on startup. Plus it's generally good to get the map-breaking changes ironed out when you have less work to do to fix them. It's a lot of work now, but it's still less work than would have to happen if the jump had to be adjusted after the entire map is finalized and set in stone. Again, not a dev, so I can't really say how much work would have to go into reworking areas that would need it, but I imagine it's a whole lot less now than there would be later on in development.
On a sidenote, you aren't supposed to be dodging the shrimp as it bounces.
When it starts being immune to rockets by charging his roll, I wonder what else you could try to hit him with, maybe something you've just acquired? ;)
Honestly, that's fair, and I never would have thought of that. Feel kinda dumb now, but I was spamming the hell out of rockets trying to get a stagger to use the punch, then assuming that the roll was an invulnerable "dodge the attacks" phase since that's very common with bosses/minibosses in Metroid style games. I suppose that one is my bad, I just assumed the punch wouldn't work in that phase either.
 
4.00 star(s) 10 Votes