Fourth Week


This week was mainly working on finishing levels two and three, as well as modifying the first level through the use of feedback from play testers. Some more general changes were made to the game as well.


Firstly, some small things such as the camera being moved back to allow the player the see more of the level at a time. Some players let me know that they felt they couldn't really see what was coming, and wished the camera was a little further from the player so they could see a little easier. The amount the camera has to move will depend on more feedback over the next week, but I have moved it just a little further back as a starting point.

The changes to level one were to make it a little easier. This was simply achieved by making one of the starting jumps a little more forgiving, removing a hole that would take you back to the start, and adding a one-way platform so the player cannot fall down the wall jumping section once they had made it to the top.

The above screenshot shows the major changes discussed. A second set of spikes has replaced the hole, and there is a thin grey one-way platform on the left which stops players from falling back down.

Level 2


Level 3


The above screenshots show the next two levels added to the game. The brown blocks which break when the player shoots them now respawn after three seconds, and the second level mainly explores that as its gimmick.  It's a relatively simple level, however there is a semi-precise wall jumping section add the end which can be quite challenging.


Above gif shows the respawning platforms.


Level 3 has the most precise platforming sections, yet similar to level two, I was surprised to hear it doesn't seem too difficult. the main feature of this level is its conclusion. At the end, the camera changes so you can see far below you, as you have to drop down through a tunnel. Arrows indicate the direction you need to travel (however feedback has suggested that the colour of these arrows change to be more obvious). There are breakable platforms that you can either land on to play safe, or break while you fall in order to go fast. This has been reported to be the most "fun" part of the game.


Gif showing the camera change for the dropping section.


Other changes:

Some players requested that the W key should also allow the player to jump, so that has been added.


Known issues:

• Timer doesn't pause in transition screens


Fixed Issues:

• Player can now Jump on brown Platforms (not really an issue for just level one, but it was reported by a player that they couldn't jump on these platforms in level 2 and 3).

• Speed cap: Player will now reach terminal velocity at a certain speed. This prevents a lot of issues, such as the green, bullet only platforms no longer being able to shoot the player out at massive speeds. Also allows the dropping section in level 3 to work.

• Pause button now changed to "P" from "Escape"  to prevent the game from exiting full screen mode.

Files

Rocket_Wizard_build6.zip 11 MB
64 days ago

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