I am currently working on a first person platforming game that is supposed to be satisfying, some what beginner-friendly, but at the same time include hard maps, with speedrunning in mind. The game is currently around 3 weeks into the making, and I want it to feel as polished, smooth, and easy to learn as it can possibly be.
I’m just having doubts on if it’s any good or not. I want it to be perfect before spending any money on advertising.
I would love feedback on map difficulty, map design, GUI deisgn, learning curve!
There are several things that feel very unpolished and janky with my like 5 min of gameplay here is some of my issues and ways to potentially fix it.
There are several issues with this intro/tutorial to the game, as the first few minutes of a game are so crutial you should attempt to prevent as much confusion and jankyness in the tutorial as posible. I would probably sugrest reworking the entire intro sequence of the game, as I found it very confiusing and unpolished.
whenever you dash it feels pretty unclear that your dashing, you could probably make it more to the player that there dashing with some particles or something.
Can you elaborate on the tutorial section? Do you mean the action to unlock your mouse, or the actual tutorial? I tried to make the tutorial as simple as physically possible, I don’t think I can make a platforming tutorial any simpler. Linear, simplest jumps you can possibly make, text that engages the player to read, and some images to show actions on what to do. I’ve had some feedback on the tutorial in its current state, and the general sensus is it’s easy, but you might fail a couple times learning how to play. Thats with any parkour game I play that aren’t obbies, at least for me.
There is no dash, it’s a slide. I agree with adding some particles, but it’s very clear to the player (am I tripping?). FOV increase, sound, camera moving down, animation, and actually clearing small spaces.
Its mainly the part of going to the tutorial area, the action of unlocking your mouse is part of the issue but not the only part of the issue. It would proably be better to prompt the player (with the mouse unlocked) if they want to go to the tutorial, instaid of the player walking to the tutorial. You could also do what robox 64 did and make the tutorial forced but make there a way to skip the tutorial If you know the moveset already.
The mouse is forcefully locked for the player on first time join on purpose. It’s like the only action the player has to ever do all the time to interact with GUI, it’s a first person game. I was going to also add the prompt for the player to teleport to the tutorial.
With that being said what is the next best way to let the player know that F is to unlock mouse? Because text doesn’t seem enough.