Devlog 001
The project is currently in the prototyping stage, focusing on core elements like player movement, input responsiveness, a basic combat combo system, and an early block and parry mechanic, along with a simple AI system. Basic platforming design is underway, with plans to introduce more puzzle-based platforming where players must creatively use their abilities to reach goals.
In the future, the game will feature a rich story centered around the world and its characters. While a base storyline already exists, it still needs more polishing. I’m also working on designing a meaningful game loop and mechanics that naturally connect to the story.
The most important piece — the main core mechanic that truly supports the whole game — is still undecided. I'm actively exploring ideas and pushing forward to find the right direction before continuing full production.
Get NoNameYet ( Prototype Platforming Game )
NoNameYet ( Prototype Platforming Game )
Status | Prototype |
Author | Masaki Aka Leow |
Genre | Platformer, Adventure, Strategy |
Tags | Fantasy, Indie, No AI, RPG Maker, Singleplayer, Solo RPG |
Comments
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Nice work on publishing your first prototype!
Here are some of my thoughts after playing it:
Looking forward to see the game gets refined more and more in the future~
I really appreciate you taking the time to give me the feedback. I'm Super excited !!
Some of the issues you mentioned were already on my radar, some of it I wasn't 100% sure how they would feel to others but hearing from players gives me much better perspective. It’s helping me understand where to focus as I continue improving the game. Your feedback gives me more confidence about where improvements are needed.
-The white ball floating in the level is actually a checkpoint marker, which is not intended to be visible in the final game. In the future, I plan to implement manual save points within each area — places where players can rest, recover full HP, and save their progress. The current main menu save option is just a temporary setup for testing purposes.
Regarding the instant death issue and sudden AI attacks, I’ll be adjusting checkpoint placements and refining the logic to improve the overall experience.
-Is there a need to move front and back?
For now, I plan to keep it as part of the design. I want to create a unique 2.5D platformer experience that's different from most Metroidvania games. Some areas will require front and back movement for solving puzzles and avoiding traps. While the current level may not showcase much of this yet, more of these elements will be added in future updates.
-Regarding the movement that you mentioned.
I’ve been continuously adjusting it and am aware of the current pacing. The animation speed, especially for parkour actions, definitely will be increased animation speed more faster in future updates, as I also feel it takes a bit too long at the moment. As for the 180° turn, I’m planning to speed up the rotation slightly, but I won’t make it overly snappy, as I want to preserve the style and feel I’m aiming for.
-Regarding "It seemed like I could speed up (shift) in mid air. Is that intentional?
I'm not sure which condition you're referring to, is it when player normal jump and falling in the air as player speed up move around? But if the player is sprinting and jumps, there is an acceleration effect that increases their speed while they're in the air, similar to a force boost.
-At that area with a lot of spikes and moving platforms leading to a treasure chest, it was impossible to jump towards the treasure chest without dying.
May i know which area of the treasure perhaps can drop a screenshot? I did some few test, so far all the chest still possible to get it.
-Character seems to take damage without touching the spikes
The collision isn't detected based on the character mesh because that would cause more performance issues. Currently, I'm using a single collision shape that closely matches the character’s size during standing, running, dashing, and jumping. However, I’m aware that some trap collisions still need further polishing, which I plan to improve in the future. Also for your information, when the character is climbing, the collision doesn’t shrink or adjust to match the climbing pose — this is a known issue that I plan to fix in the future.