I remember enjoying the 2D version a long time ago — guess I’ll have to revisit that too. It may have helped, since the mechanics here were easy to pick up after just a bit of experimenting. No explanation needed, which is always a plus.
Some observations:
The camera could use a bit more distance. As it is, it can be tricky to read the level structure, spot obstacles, or judge distances. And since there’s very little backward visibility, backtracking for a better run-up gets tough. Camera work might actually be the trickiest part of a game like this.
Texts vanish pretty quickly, especially since all the concentration goes into staying on track. There wasn't much need for texts, but if there’s more in the future, it might be better to show it in more calm place.
All in all, the third dimension is definitely a beast, but you’re already doing a good job taming it. I hope you continue working with this. The training ground has some nice level design, and being allowed to resume where you fell off made it enjoyable. It avoided that overly punishing feel games like Chained Together tend to go for. I kind of hope you don’t go that route — but then again, a lot of people love that kind of pain, so maybe I’m not the best person to ask.
To be fair, I haven't worked on Hop! 3D these last months as I have several other Godot projects. If you tried Hop! 2D some time ago, then you should have a look at its latest and final version (and, why not, send me your "game over" screenshot to become one of the registered players).
Back to 3D... the camera settings of Hop! 3D may change is needed but did you use the "camera mode" (press both left and right key when Hop is idle) ? Texts you see in the training course keep showing if you stay near floating crystals (the ground is darker around them). Of course, the detection zone can be enlarged if you think its current size is not big enough.
About death and respawn, I will stick to this simple principle in the whole game : Hop is always sent back to the last place where he hit the ground before dying. I know how some games can be frustrating when you have to restart from scratch after almost completing a level. That's why every boss of Hop! 2D remains wounded when the player restarts a level after loosing a life against him. This way, the game gets easier and more rewarding for casual players.
Thanks again and feel free to try and comment Hop! 2D as well !
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I remember enjoying the 2D version a long time ago — guess I’ll have to revisit that too. It may have helped, since the mechanics here were easy to pick up after just a bit of experimenting. No explanation needed, which is always a plus.
Some observations:
All in all, the third dimension is definitely a beast, but you’re already doing a good job taming it. I hope you continue working with this. The training ground has some nice level design, and being allowed to resume where you fell off made it enjoyable. It avoided that overly punishing feel games like Chained Together tend to go for. I kind of hope you don’t go that route — but then again, a lot of people love that kind of pain, so maybe I’m not the best person to ask.
Thanks a lot for your comment and support,
To be fair, I haven't worked on Hop! 3D these last months as I have several other Godot projects. If you tried Hop! 2D some time ago, then you should have a look at its latest and final version (and, why not, send me your "game over" screenshot to become one of the registered players).
Back to 3D... the camera settings of Hop! 3D may change is needed but did you use the "camera mode" (press both left and right key when Hop is idle) ? Texts you see in the training course keep showing if you stay near floating crystals (the ground is darker around them). Of course, the detection zone can be enlarged if you think its current size is not big enough.
About death and respawn, I will stick to this simple principle in the whole game : Hop is always sent back to the last place where he hit the ground before dying. I know how some games can be frustrating when you have to restart from scratch after almost completing a level. That's why every boss of Hop! 2D remains wounded when the player restarts a level after loosing a life against him. This way, the game gets easier and more rewarding for casual players.
Thanks again and feel free to try and comment Hop! 2D as well !