Thank you for that very thorough feedback. You're correct, you played the version I entered into the contest - some of that was dealt with soon after. The entry into the contest was... pretty bad; it scored poorly and for good reason. I'd like to think the fixes made it more playable, but aren't substantial enough to try again. I'm treating this entry as a learning experience. Onto the feedback...
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It was exactly as fast as I could read it…which means it's too fast.
By far the most common piece of feedback I got. I halved it in the post-compo version and that helped. (Though now the music sounds worse, and I didn't compose a replacement, but... at least the story's readable)
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There's no guard against shifting onto a ghost enemy in the final warp-level, and if you do, you just die without seeing what killed you, making me think a few times that enemy corpses gained "touch=kill" at that level, which they don't.
Yeah, I probably made those guys a little too fast. That combined with the blinking didn't go well. I never figured out a great solution to this one; it's in the final build. I do want to make them hard, but of course not unfair.
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There's another place you can get trapped, by jumping to the right over some ice (somewhere in the mid-levels? ) but that one allows you to kill yourself, so I wasn't stuck. Tepples caught this.
[and]
There's a place where lava tiles are level with the ground surrounding it, and as a result, Waddles gets burned at a different location than "this is the last pixel I could jump from" when it's not lava.
Yeah, I had a lot of that type of issue in the original entry. I think I've gotten most of the level bugs taken care of by now. They were pretty bad though - a number of people I showed the entry to fell into that lava one. I fixed those pretty quick, at least.
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Stacking the tree graphics is ugly; they're not drawn to be over nonground. Have you got spare CHR? There are even points where it wasn't necessary as the trees are under a solid wall…
You're actually the first to mention this - I had that thought myself and struggled with it a bit. The problem is, it isn't 1 tile; it's 5 (one per dimension)... and each of those are comprised of 4 chr tiles -- so each switchable tile ends up taking up 20 chr/256. I had a full row of switchables, and I didn't have room for much more.
I am using chr ram, so there were some options there, but I also was running very low on prg space in the rom. I compressed graphics where I could, but realistically I couldn't find a way to fit more tiles and the logic to show them into the space I had. Given more time I'm sure I could've gotten there.
Also, the trees under a solid wall were generally put there to block the way until you switched dimensions. They had function going for them, but certainly not form...
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The 2.5 block standing jump is …I don't think I have succeeded on anything except "stomp snake or turtle" with it. Adding half a block to it and the walking jump might help a lot.
This is another piece of feedback I got a lot (alongside not having any acceleration in the character's movement) and sadly one I never fixed. The hangup here is that changing that would change how far Waddles can jump - which would require redesigning a lot of levels. I'm mainly thinking of the few fake-out jumps, but this would also likely create new places to get stuck.
I just didn't have the time post-contest to redo all of the levels... even though I wanted to. Plus, I just got tired of working in that codebase constantly after 6 months. I dropped most other personal projects too, which was a poor choice.
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It's a bit more straightforward and less spooky than Eversion; there's no point where there's a forced transition and no point where taking a warp is the wrong move (though it might miss you one or two gems half a screen further).
That.. sucks. I didn't realize this until after the contest but it's really true. The first few levels had small almost-puzzles, but I never really grew those out - later levels focused entirely on platforming. This also really points to needing to redesign all of the levels.
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Mid-level checkpoints might be nice; Eversion had those. It would mean you'd want to add "restart from beginning" as well as the "restart from checkpoint" as separate options in the pause menu, though.
Funnily enough I never seriously considered this. It was a fleeting thought at one point, but no more.
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All of that feedback is welcome - if nothing else I'll use it to do a better job next time. I don't know if I've actually mentioned it but this was my first full-scale game using assembly. I had a completely separate action/rpg/wishes-it-was-zelda engine going, but I hardly have all the kinks out of that. So... getting anything at all out there was a challenge. I don't think I prioritized the right things, and I'm generally kind of unhappy with the results - but I did get it to a playable state.
I understand a lot of what people suggested is simple, and in retrospect it should have been. The problem is I was still a complete noob when I wrote a lot of this code (let's be honest, I still am!
) and as a result the code is pretty hard to navigate. I also used resources very poorly, so in order to make changes now I have to find prg space often. This leads to doing weird bank switches and jumps to fit it in - completely going against the logic I had to separate things originally. Rewriting the whole thing would be great but there was very little time for that.
I might pick this back up for another contest where we revisit past entries - I'd actually like to do that. But for now, I really need a break from this codebase. My NES development isn't stopping though - I've still got plenty to learn and play with! (see: nesnet and Missing Lands)
Thanks again for the feedback!