I tested this about a year ago, but forgot to comment. So time for a replay.
The game has a nice idea with lots of possibilities. Music is very lovely, especially at the end screen of the first world; controls are fluid and responsive once you get used to them, and hidden codes are an inventive variation of a common concept. I also liked the statistics at the end.
The game can be frustrating, yes. The vertical levels are especially devilish, almost reminding me of “Getting over it with Bennet Foddy”. But I think it’s also fair and even rewarding, so I kept coming back. That’s a good sign: some games are best enjoyed in short sessions.
Couple of suggestions:
As WASD-controls are pretty much a norm nowadays, I’d like to use A and D in addition to arrow keys.
Have you thought about adding gamepad support? Analog sticks would give more precise movement. Naturally, it would also have a huge effect on balancing, so I understand if you’re not willing to use one.
There are quite a few blind jumps. Some kind of predictive or zooming camera could help to avoid those.
Like many others, I don’t like timers either. But it seems that you’ve made up your mind about them.
Nice to see you’re progressing, and that you’ve reached your initial goals. Keep up the good work.
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Avaruustaistelupeli (ATP) – a space combat game – Free download from itch.io or IndieDB – Dev diary here
Thanks for your support and detailed comments, mobilelast, I will try to answer the best I can
I agree Hop! 2D may be frustrating sometimes. To me, as a tribute to vintage platformers and arcade games in general, it is a part of the challenge not to succeed at first and get used to controls to better understand how the main character behaves in different situations. That is why I included a training mode to practice first without any time limit and no enemy to avoid or kill (this mode ends right before the 1st boss). Though not really “arcade-esque”, the possibility to restart from any unlocked world is another way not to discourage players. Due to the possible length of a game (it can exceed an hour and a half if you complete every level), I added the save/reload option a bit later, this may help too.
Your suggestions about controls are interesting. Due to their simplicity, I first chose what I thought was the most intuitive ones (left and right arrow keys) and asked myself about another implementation (I later added left and right mouse buttons, which sounds quite unorthodox but works actually quite well once you get used to it). WASD (AD, actually) buttons was another possible choice but the main constraint to implement it is which type of keyboard to consider (QWERTY or AZERTY) so I gave up this option. The best solution may be to allow the player to choose its own keys but I have to study more tutorials before being able to implement this. I did not think at all about gamepads as I unfortunately don’t own one. Given the game mechanics, I’m not sure analog controls would fit as the player already has to deal with momentum and rebounds. Moreover, some jumps need instant full acceleration so using an analog control device would in my opinion make the game harder to handle.
Blind jumps ? Yes, they’re definitely intentional ! For the first ones in the game, you can have a look first at the place where you’re supposed to “land” so, once it is checked and memorised, the jump becomes much easier. Later in the game, blind jumps become part of the challenge but you always have the possibility to save a game at the end of a level to restart the next one as many times as you want if you don’t succeed the first time.
About timers, the current version of the game is likely to be easier than the one you tried a year ago as Hop’s energy now depletes more slowly (after considering player feedback, I modified it and it now takes 50s to die if you don’t find any energy bonus instead of 40s in previous versions). v1.0 is the official current version of the game and mechanics won’t change from now on. incoming v1.1 will bring minor bug fixes and extra menu options (among them, direct access to the game’s online leaderboard). I also intend to launch an android version later.
From your comments, I can tell you have at least completed world 1. You should consider participating in the contest (the 3rd best player lost in level 9) and send screen captures here. What do you think about it ?
Thanks again, I will add your name in next version’s credits and I’m looking forward to having some news soon
« Last Edit: April 04, 2023, 12:37:39 AM by Asthalis »
A few months ago, I released the first official version of Hop! 2D, a precision platformer game I made with Godot. Though I was quite happy with the result, it turned out that the game still contained minor bugs… and a big one which prevented the player from completing the last level ! So I went back to work to fix all these issues but I also added several functionalities to the game, without changing its global gameplay. The 2 main new features are the direct link to the RECORDS page of the game and the fact you will now need 5 coins to save a game.
Everything seems to work fine now so I Hope you will enjoy the new game experience. Provided no new bug is detected, version 1.1 is likely to remain as the final version of Hop! 2D. Be warned : you will need 3 hours or more if you want to explore every world of the game so feel free to save games from time to time !
One last detail : you can still send me your “game over” screenshots (they are saved automatically in the root directory of download versions of the game) is you want to compete and join the RECORDS page of the game (the best 3 current players are credited).