Upgrading Dorgus Part 2 (Game Feel)

AHHHH less than 3 days left! Vote for games and give some genuine feedback! Save the people with less than 20 votes!

ok ok. Now that we've settled that, hello my name is Will! I made the competition entry Dorgus Needs Power and this is a series of blog posts I'm making leading up to the end of judging period. If you haven't tried the game, I highly reccomend you do to help understand the content of these posts! My last post discussed how I've begun to evolve the art of my LD entry and in it I mention that I'm likely to change it even further. That is exactly what I've done!

DorgusC.png

What a cute boy! This time around his head, head, torso, arms, and legs are all separate assets that are going to programmatically puppeteered to add more life on top of some actual animations. Enough of all this though, this post is about growing in terms of game feel!

Since the comp ended I've been toying with the physics and movement to make the game feel better all around. The gun still retains it's hard knockback but I felt as if the horizontal push of the gun was far weaker than the vertical and lead to a singular strategy that was incredibly vertically based. I've also changed the jump to have variable jump height based on how long you hold the jump for. It's hard to convey but I'm including a gif to help illustrate the movement

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This is all still very WIP but I love sharing the snapshots of how this project grows. Sadly, this ldjam is coming to a close and I won't be posting any further blogs here

BUT!!!!!!!!

If you are still interested in seeing the growth of Dorgus or my work then you can find me on twitter here

...and if you read this without playing for some reason here is Dorgus Needs Power

Thank you very much for reading and I look forward to the end results and rating as many games as I can last minute!!!