A downloadable game for Windows and Linux

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A small 3D platformer made in godot.

Mostly inspired by mario sunshine and odyssey.

Try and collect all the checkpoints as fast as you can!

Controls:

  • Movement - WASD / left analog stick
  • Jump - Space / (A)
  • Dive - Shift / (X)
  • Pound - E / Ctrl / right shoulder
  • Pause - Tab / left shoulder
  • Respawn - R / (Y)
  • Restart - F5 / start
  • Invert camera - select
  • Disable shadows - F6
  • Disable fancy graphics - F7
  • Fullscreen - F11/ Alt Enter

Sounds from freesound.org

using the following sounds:

https://freesound.org/people/InspectorJ/sounds/376415/

Download

Download NowName your own price

Click download now to get access to the following files:

padtog.exe 72 MB
pladtog.x86_64 73 MB

Comments

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(1 edit)

Hi, I played the game and I’d like to give some feedback.


The movement feels stiff to me. I think it might feel better if the speed and acceleration to max speed when walking was increased. I also couldn’t wall jump for too long, I’d make it so the player jumps higher when ‘pushing’ off of a wall.

Animations snap, a transition to other animations would be nice, but that would probably a lot of work. (I’m not sure how Godot handles animation stuff.)

For the bounce pads, I think the player should be able to bounce higher overtime. (But have a max height a bounce can take you to.)

For lava, I don’t think it should ‘kill’/teleport the player instantly. Maybe progressive health depletion and more visuals to tell the player ‘hey, you died or are dying.’


After playing for a while, I got used to the movement and was able to play most of the game. It’s good honestly, but could be tweaked for a better onboarding/user experience.

(+1)

Thank you for playing the game and giving feedback. I do agree it definitely needs some fine tuning even though I'm happy with it overall. The acceleration/speed feeling slow is something I thought about myself as well, its a bit hard to make it feel faster without making the dive feel insignificant. That's really how you're supposed to build up speed, so I'm not quite sure yet how to find a better balance. The idea with the moment was to build up and maintain speed so making the normal walking speed faster would make it less needed / impactful. Not quite sure yet.

I fully agree on the walljumps, even I have trouble doing consecutive walljumps in some areas. 

I kinda like the animation responsiveness, maybe an small automated transition, I think that's probably possible in godot. But I am switching animations via code so who knows, not majorly important imo. As long as the animations all read clearly the player will interpret their own transitions in their head.

As for the bouncy pads, I like em as they are now as in the beginning you can keep getting height but after 3 or so bounces you start losing it. I think I might increase the amount of bounces needed before it starts removing height or remove height less aggressively. But I think the bigger factor is that your jumps can very depending on how long you hold the jump button, which isn't clearly choreographed. In 2D mario games its really obvious because its easier to see from the side and the jumps are shorter, I tried to make an animation for it but couldn't come up with anything good that transitions nicely into the falling animation. If this is more clear I think the bouncy pad will feel a lot better as well.

I don't think a healthbar of any sorts is good for lava since then you can either move afterwords or it just takes longer to die and retry without being able to do anything like in 3D mario games with lava and no close by platforms. But a death animation would definitely be good, I remember one time during playtesting I was wondering for a second what killed me, that definitely shouldn't be happening.

Sry if the reply is a bit long, I thought either you or somebody else might find it interesting the thought process that go's into making decisions for this game. I appreciate the thought out feedback you gave me, thank you very much.

I'm thinking of making a bigger game out of this since I really like the movement, it only feels a bit slow and like its missing a few moves at the moment. I'll update this game once I get these and a few other things fixed