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Does this break the game for you?
30,029 views • 3 months ago •via X (Twitter)
36 Comments

Gives that same whimsical feeling of "get from A to B however feels most fun to you" that Penny's Big Breakaway and its yo-yo movement felt.

So happy to bring you such a wonderful vibes! Thats an awsome game, I couldn't play it yet but maybe I should to see how they solve it

@HoodHuntress Their solution is mostly in the level design and in the upward momentum of the yo yo. There are less portions you can obviously skip, so there’s still the design you intend but then the skill expression can go further to create shortcuts. (1/2)

@HoodHuntress (2/2) the yo yo jump is also momentum based, so you have to create initial speed in order to let it make you go much farther with that swing

@HoodHuntress Thanks for sharing this breakout about how it works. I know that sonic mania beterans are behind it and I assume that it's all momentum based. I want something more sequenced and spaced, like the combos in Odyssey, but also added a roll movement to add small momentum

@HoodHuntress This makes a lot of sense yea. I think this game is awesome and I hope you’re able to make it even better

@HoodHuntress Thank you so much for you kind words!

That’s too much power to the player imho. That’s closer to Spider Man traversal rather than Mario. This is a bit like that advanced jump tech in Odyssey: 1) long jump 2) you can throw your hat in the air 3) long jump to get back to the hat This has the same kinda reach but seems too easy / would trivialize levels imho

I'm trying to find a way to make a mechanic that feels like capy - mario. The swing feels satysfying to move, but for now it's too easy to perform, so maybe I should find a way to make it a bit more tricky

You know where I stand with Kishotenketsu! I’d leave it OP but for a couple of levels

Since I'm following that 4steps level design, I can't make something that let you completely wash away the first moments of the level. I was leaving it for some later levels but based on target item, but it feels not so free

Maybe it’s about the spacing of where to use it. Eg if the level starts with just a huge pit that you cross the gap, but the later it’s like this?

Not really, most first time players can't do those types of tricks to skip the level design, that comes with practice and mastery of the level design, which is natural for a speedruning stage or speedruning in general

It's so difficult for me to place myself into a new player POV. Sometimes obstacles that are so easy for me (+3 years developing and playing it almost everyday) are not that easy for newies. So maybe this is not easy to perform for someone new to the game

Yeah I imagine how it is, something that seems so basic can be really hard for beginners, so I imagine something like that will work

It kinda depends. Looks fun, but much like in alot of 3D Sonic fangames, that go for momentum I don't see the point of platforming if I can just fly everywhere. If it can work like Marios hat in Odyssey, it should be fine

Thats the idea, to follow Capy-Mario behaviour, but obvuiously not jumping on top of Lana like mario would do. But kind of movement that let you gain some speed and height

I think if you keep this, it can be fine. You let the players go fast who want to go fast. But I think you should reward the players more who take the intended route. Like at 0:12, platforms you pull out show have some of those bells pop out or something so there is point to it.

Just make it something you unlock much further in the game that unlocks lots of new places. Otherwise you are just ruining all the platforming you have built before

I want to find a way to have it since first moment and make this mechs something easy to learn hard to master instead of something you unlock

Option C : If possible, make it an unlockeable or something so the first levels are without or something. Because then it makes you want to reply the previous levels with the new « ability » if that makes sense. Game looks SO fun btw, so hyped!

So happy to know that you like it! I'm not a fan of unlocking abilities. I like to have them since the first moment, so you can start learning and mastering from the first moment The challenge here is how to preserve them but let the player complete the game with just simple jump

It's technically a double jump, so it's fine to me, especially if it helps keeping to momentum flow

I'm definately going for it! I think I found a way to balance it. Now it's time to wait for testers feedback :D

it's hard to say from the video alone tbh

I'm assuming this the first level but I think the level design complexity might have to go up to compensate and force the player to really think about how they approach shortcuts

Thats the first level. In mid game I also introduce wall ride in some parts, so shorcuts might become more complex.

beautiful to hear some verticality can go a long way as well. Will be watching closely🏃🏾♂️

i feel like any platforming move that resemble a double jumps should be balanced with how hard it is to execute, but if the level design consistently offers situations where it makes you feel challenged to push the move set to its limits, its not a huge problem imo

That's what I'm trying to figure out, a combination of buttons and timing to make it a bit tricky. This way it would be more rewarding

That first jump I like alot; It's very high risk but you get to skip a decent chunk of level for it. Stuff like that can make it rewarding.

I also find it nice to keep, but I've been working on making it less op by restricting mobility after it and disabling jump hover once you use it, so you have to mesure perfect landing

Depends on what you want out of the game. For speedrunning, it looks fine. But if you intent for the player to go through the platforming youve made up instead of skipping it for speed, then yes, it breaks it. It depends on what you want the game to be.

It's mostly a speedrun feature, or a mid level perform trick...

No

I think it's fine if it doesn't let you skip difficult platforms areas, so only implement it in a way that avoids those areas or have those areas built in a way that this movecant be utilised. Can also encourage the player from using it by having collectibles or secrets to find



