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.

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Comments

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Nice work on publishing your first prototype!

Here are some of my thoughts after playing it:

  • It'll be great if you could reduce file size. 1GB+ is huge for a prototype and a hassle to download.
  • Player could fall off level at the start of the stage moving towards the left. And the fall is endless.
  • Not sure what that white sphere at the start was for at first.
  • Is there a need to move front and back? Just moving left and right seems enough for now 
  • Moving forward/backward while grabbing on the ledge, made the character stuck when he reaches the corners. 
  • It'll be nice to be able to hit Tab again to close key bindings window
  • It's better to respawn with full / half health, and should be at a safe spot, so the character wouldn't die instantly right after respawning being attacked; (Why not make it into a save point that recovers HP?) 
  • The movement seems to be very realistic, fluid and parkour-like. Are you planning to add places/stages for players to quickly parkour their way through quickly? (there are some pretty nice 2D side scrolling parkour games for references); if not, these movements are pretty uncommon for a metroidvania-style game, and would be nice to shorten some of the actions to make the character movement more reactive. For example, after the big jump at the start, the character took quite some time to catch the ledge and also climbing up. It'll be nice he could do those more quickly and let the player continue moving. Another example, while moving the character from left to right, the character does a 180 turn smoothly over 0.4-ish seconds, would it make the controls more reactive if they are done even quicker? (It really depends on the style you're going for.. this reminds me of the very first Prince of Persia where they have very realistic and fluid movements) 
  • There seems to be some words above the treasure chests but couldn't read them since they're not oriented towards camera 
  • It seemed like I could speed up (shift) in mid air. Is that intentional? 
  • 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 
  • Character seems to take damage without touching the spikes (the collision is set to the character controller rather than the model?)
  • Perhaps the game needs one unique feature/gameplay that sets it apart from other side-scrolling platformers.

Looking forward to see the game gets refined more and more in the future~

(1 edit)

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.