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**** your jump mechanics!

I am sorry, that was very rude of me.  They are beyond frustrating, and to torture the player by requiring them to use it to complete the tutorial.  I have been playing platformers for years, and even the most difficult of them never had a jump system as God awful as this!  I honestly want to like this game, but this feels like it will literally kill me if I continue playing this.  Not even the most frustrating games have ever made me feel this way.

I am sorry.  I tried, Lord knows I tried.  I don't pretend to be an expert or master of games, but I can typically complete the tutorial.


Edit: And now I feel like a jerk now after typing this because I just saw you added a casual mode patch.

Haha, that's ok. Of course I had to make it necessary to complete the tutorial, because if you couldn't do that and started playing the actual game, it'd be a disaster. So I figured It'd be best to practice them first in a place you can't die.

You know it's not that hard for me, but that just goes to show what happens when you don't have playtesters or get feedback during development... You end up making a game only you can play. The funny thing is I kept making some levels harder, because I thought they were too easy... Depending on what feedback I get, I might also tweak some levels in PrincessCasual.exe to make it all around easier.

Anyway, let me know if it's better for you now with the casual controls.

Actually, ironically, casual mode made it so the first high jump was impossible.  Tap or hold, you only did a short hop into the air like as if you didn't charge a jump in normal.

In all honesty, I just couldn't get a sense of timing for your charge meter for bouncing, if you press it too early you barely jump, but press it too late and it resets so you still barely jump.

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You have to charge the jump meter with the mouse in casual mode. Check the description for more in depth instructions and if it still doesn't work, I'll check it out.

By the way, here are some pointers to help with the timing and jumping in general in normal mode.

When you're trying to bounce, you usually need to get the most out of your jump, so it's usually best to press and hold the jump button again immediately after you jump. If you do that, even the shortest (as in least high) jump you can perform gives you enough time to fully charge the next jump.

As for the timing, if you've noticed, when you hit the ground there's a small landing animation. As long as this animation is playing the jump meter does not reset. That's when you must release the jump button to get the timing right.

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I really love the set up and the pixel artwork but some of the controls really kill the enjoyment for me.  Any plans to release a version with more traditional platforming controls - where you don't lose balance on the edge of ledges and don't need momentum to walljump?

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Yeah, it's not for everyone. I was thinking of including more traditional controls before releasing the game, but decided to wait and see what people would say... And turns out the first comment is a complaint about controls :P. Damn.

It's easy enough to do, but the problem is that all level design goes out the window if I do that... But I suppose not everyone's looking for this kind of challenge.

Alright, I'll think about this and probably do it. Anyone else feel the same way about controls?

EDIT: Done. Let's see if this will work better for more people.

Awesome! Thanks for the quick fix! Will check it out! :)

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Have you already downloaded it? I noticed an inconvenience. The jump meter resets to lowest upon transitions. I'm uploading an updated file without that problem. If it bothers you download it again.

EDIT: Re-Reuploading to fix a minor visual bug.

No worries, haven't had a chance to check it out yet anyway. Will give the new build a go later today. Thanks! :)

No problem. Thank you for the feedback :)