Add key rebind to the game, as I have a foreign kayboard I am stretching my hand trying to get the x and z buttons in the correct order of sequence. My hand hurts and I am only getting mad at the game, I emplore you to add this feature.
softlocked myself while messing around on my second run in the obese section. maybe make the little alcoves for the buttons big enough to fit in, so you can climb back up?
I would prefer if the screen was a little more zoomed out, since I found it a bit difficult to react to some things in time while going quickly. I would also like some way to remap keys, though it seems you're already on that.
I otherwise have no complaints, as the various weight stages have very well polished movesets and feel suitably distinct when swapping. Base has the nice float and is good for precision, fat has the double jump and can snipe with fireball, and obese scratches the pizza tower urge to maneuver at mach 10. The sprites are cute, the level felt great to play, and the music fit the mood perfectly (will the regular and escape themes be posted somewhere?). This is some high quality work you've got here!
Ah yeah that's an issue i was aware of going in. The tutorial explicitly guides you to not use the weight loss abilitiy up untill the point you learn it. I need to either factor in some kind of thing to appear when you do accidentaly use it, or just lock the input untill you get to the room where you learn it.
As for zooming the screen out, I find that a tough balance. I want Cann taking up a lot of screen-space (by fat hehe) so you can properly appreciate the spritework. In any case though, as we're adding more user control support n such. Perhaps a slider to adjust zoom level is a good idea.
Thanks for the rest of the compliments, I'm glad all the hard work is appreciated hehe. I'll be uploading the tracks seperately to my soundcloud sometime soon, probly later today. https://soundcloud.com/the-dip-sheet
I'm a bit torn on the subject of screen zooming myself, since I only found it to be an issue when going really fast near the end. When platforming at a more comfortable speed it's perfectly fine, and zooming out would make it harder to enjoy all the spritework (like the smaller details of the ground pound, or the screen-filling heft of Cann's final weight stage). A toggle or slider would be a good balance between aesthetics and mechanics, though it's not something to worry too much about right now.
Thanks for the soundcloud link, and hearing this feedback. It bears repeating that this is a very high quality demo, as the tight controls plus the adorable art style and fitting music made this a delight to play through. Can't wait to see Cann again in the future!
You gotta run back to the start as fast as you Cann.
I reckon I might but some extra info there as you're not the first person to be confused as to what to do next. There is a message when the timer pops up but that doesn't linger too long.
And hell yeah man happy to hear you've been with me for so long!
Norton Antivirus keeps deleting files from the zip after I extract it, making the game unplayable. Is there anything I can do to stop that from happening?
Looks great! Lots of good ideas, especially when it comes to mixing different movement with each size. You may want to add a condition to kick-out players if a colored switch-box/platform activates with them inside. Or you could use a Trigger to check if the player's inside the box when it gets the activation signal, and have it just wait until the player's outside its hitbox to gain collision.
I can say without a doubt I love everything that's been going on here, love the music, love the concept for the game, love the personalities for characters you've shown off, absolutely adore the artwork. The one thing that's keeping me from calling this a perfect demo show is...the controls, I am not gonna sugar coat it they feel really awful <XD Granted I know its all super early and I cant stress how much I do enjoy everything else, but the controls are beyond me.
I also apologise I didn't see the note about recording your first run, so I have failed to do so (wouldn't be much though, just me tripping over myself trying to use the controls) All in all definitely still looking forward to seeing this complete one day!
Verily appreciated man :) i'm especially happy to hear the music is up to snuff cause I've really taken a liking to making it.
And aye I hear you on the controls, personally it works fine for me cause I'm used to it from the respective games I take inspiration from.
BUT!
There is something coming to alleviate those woes, a friend who's helping me with backend stuff wants to help set up a button layout system to let you do custom keybinds, and beyond that we wanna look into controller support cause it suits the game.
Hope this knowledge makes ya happy :)
And don't worry bout the recordings, there's plenty to go through
Fun Demo little thing I noticed with the sprint was I somehow managed to "drift" when sprinting left when I pressed right not exactly sure how I did that. otherwise very Fun along with the music. Recording (no audio my bad):https://youtu.be/_b-Q8UGtF3M
Aye that "drift" is a holdover from an intended mechanic that I didn't have time to get working right. I think it only triggers when you're frame perfect with switching inputs, a way to force drift is by jumping just before you turn.
I wanna make it a proper feature for the next big update so I can build challenges around it.
This was a great demo! It looks like it's well on its way to being a fun game.
I will say that I had some trouble at the same point as others seem to have had trouble: the dreaded "red box hittable by a normal fireball but not by anything else" section, lol. Your response to another comment implies there is a built-in means of solving the puzzle, though; so, as you have already pointed out, all you need to do is apply an extra note there to inform players of the correct course of action and (hopefully) resolve the issue.
I recorded just under 15 minutes worth of my first two attempts, the first attempt full of a lot more fumbling than my second, but they both stop at the same section (take a guess which one, lol), so I don't know how helpful the recording would be. As soon as I figure out how to share it, I would be happy to do so.
first of all i have to say this is very fun for a platformer and i love the idea of being bigger phsycially seeing it as well, but the idea that you get more upgrades and such however im not sure if i did it wrong but got to the time zone part and there was a red box i needed to hit looked like it was possible with the normal fire ball but had flamethrower and another cake that constantly respawed to make you mega huge to use an overblast but could not hit it not sure if i wasnt close neough or its just out of reach or another method of shrinking that i missed but overall i really enjoyed this game and i hope you keep up the progress <3
Control layout for platforming needs some work. It feels like it should be played with a controller and not a keyboard, and the keyboard controls are odd to me. space should be the jump, shift should be sprint, and the other controls should use keys on the other side of the keyboard. Controllers are always better for 2D platformers, mainly due to button layout and ergonomics.
I couldn't finish because I got stuck inside of one of the red blocks as it turned solid. It's also not clear where I'm supposed to go or what I'm supposed to do to get back to the start while the timer is going and you need to rush through it.
The toggled blocks are a bit janky atm aye, sorry I didn't have time to program in a little fix for when you get stuck.
Rushing through is intended, and the way back to the start is the same way you came. I will say this first demo is a little more challenging than a tutorial ought to be but that's mainly cause I didn't have time to seperate it into 2 levels that build off eachother.
I hope you'll try again if it ever strikes your fancy, and in any case look toward future updates. Feedback like this helps improve future versions!
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I'm waiting
I don't have a working right arrow key... I'm sad.
I got my right arrow key to work for a hot few minutes and beat it with literally no time left on the clock. 00:00:0.
ermmm.. gwat da bep?
1.449 Seconds
This game had the greatest GLOW up I've seen
That put a big smile on my face man :)
Glad you managed to have such a close call, always feels sick when you just barely pull it off!
it took me afew trys but i did it! lovely base here and I'm excited! however I did not have time to read the end message, what did it say?
something about some kind of
patreon....
Also thanks man! There's a lot to add to the base still but the platforming base is right where it needs to be at the moment.
This game is awesome, keep up
Nice game, already beated. tho, I wish I can rebind my keys. I'm not very comfortable using the arrow keys and z x c, even space as sprin.
Key rebinding is coming next update :)
Yay, thank you
Add key rebind to the game, as I have a foreign kayboard I am stretching my hand trying to get the x and z buttons in the correct order of sequence.
My hand hurts and I am only getting mad at the game, I emplore you to add this feature.
Already being worked on :)
Show post...
Can a future version have futa?
nope
softlocked myself while messing around on my second run in the obese section. maybe make the little alcoves for the buttons big enough to fit in, so you can climb back up?
I would prefer if the screen was a little more zoomed out, since I found it a bit difficult to react to some things in time while going quickly. I would also like some way to remap keys, though it seems you're already on that.
I otherwise have no complaints, as the various weight stages have very well polished movesets and feel suitably distinct when swapping. Base has the nice float and is good for precision, fat has the double jump and can snipe with fireball, and obese scratches the pizza tower urge to maneuver at mach 10. The sprites are cute, the level felt great to play, and the music fit the mood perfectly (will the regular and escape themes be posted somewhere?). This is some high quality work you've got here!
Ah yeah that's an issue i was aware of going in. The tutorial explicitly guides you to not use the weight loss abilitiy up untill the point you learn it. I need to either factor in some kind of thing to appear when you do accidentaly use it, or just lock the input untill you get to the room where you learn it.
As for zooming the screen out, I find that a tough balance. I want Cann taking up a lot of screen-space (by fat hehe) so you can properly appreciate the spritework. In any case though, as we're adding more user control support n such. Perhaps a slider to adjust zoom level is a good idea.
Thanks for the rest of the compliments, I'm glad all the hard work is appreciated hehe. I'll be uploading the tracks seperately to my soundcloud sometime soon, probly later today. https://soundcloud.com/the-dip-sheet
I'm a bit torn on the subject of screen zooming myself, since I only found it to be an issue when going really fast near the end. When platforming at a more comfortable speed it's perfectly fine, and zooming out would make it harder to enjoy all the spritework (like the smaller details of the ground pound, or the screen-filling heft of Cann's final weight stage). A toggle or slider would be a good balance between aesthetics and mechanics, though it's not something to worry too much about right now.
Thanks for the soundcloud link, and hearing this feedback. It bears repeating that this is a very high quality demo, as the tight controls plus the adorable art style and fitting music made this a delight to play through. Can't wait to see Cann again in the future!
Didn't expect this demo to be a spiritual successor of Pizza Tower.
Also, I softlocked myself :/
this is fixed as of the most recent hotfix!
That's because the style of gameplay is similar to Pizza Tower. Except, it's in beta.
Good game.
not sure what to do when the time trial starts but im sure thats the end of the demo anyway i love the game btw i was a huge fan of overglow1
You gotta run back to the start as fast as you Cann.
I reckon I might but some extra info there as you're not the first person to be confused as to what to do next. There is a message when the timer pops up but that doesn't linger too long.
And hell yeah man happy to hear you've been with me for so long!
Norton Antivirus keeps deleting files from the zip after I extract it, making the game unplayable. Is there anything I can do to stop that from happening?
its 2024, why tf you got Norton?
If you know of a better antivirus, please let me know. I am not tech savvy.
If you got Windows 10, Windows Defender really is a good antivirus.
Windows Defender beats any of the scam subscription ones on the market.
Someone in the discod also ran into this issue, making the folder you put the game in exclusionary was a fix but it didn't work for long.
I'm afraid I can't help you with it, sorry.
Looks great! Lots of good ideas, especially when it comes to mixing different movement with each size. You may want to add a condition to kick-out players if a colored switch-box/platform activates with them inside. Or you could use a Trigger to check if the player's inside the box when it gets the activation signal, and have it just wait until the player's outside its hitbox to gain collision.
I'm looking into collision based issues at the moment and your suggestions help a lot!
Im putting up a 2nd hotfix soon that makes some tutorial improvements and fixes the jank surrounding these toggled blocks!
The area in the 3rd screenshot down, you can get stuck inside of the platform if you time it wrong.
Maybe I did something wrong, but when I download it, I didn't get a .exe file at all.
Do you have a .zip unpacker installed?
I use winRar personally but stuff like 7zip works too if that's still around.
Once you open the .zip file the files you need will be inside
I can say without a doubt I love everything that's been going on here, love the music, love the concept for the game, love the personalities for characters you've shown off, absolutely adore the artwork.
The one thing that's keeping me from calling this a perfect demo show is...the controls, I am not gonna sugar coat it they feel really awful <XD Granted I know its all super early and I cant stress how much I do enjoy everything else, but the controls are beyond me.
I also apologise I didn't see the note about recording your first run, so I have failed to do so (wouldn't be much though, just me tripping over myself trying to use the controls)
All in all definitely still looking forward to seeing this complete one day!
Verily appreciated man :) i'm especially happy to hear the music is up to snuff cause I've really taken a liking to making it.
And aye I hear you on the controls, personally it works fine for me cause I'm used to it from the respective games I take inspiration from.
BUT!
There is something coming to alleviate those woes, a friend who's helping me with backend stuff wants to help set up a button layout system to let you do custom keybinds, and beyond that we wanna look into controller support cause it suits the game.
Hope this knowledge makes ya happy :)
And don't worry bout the recordings, there's plenty to go through
Fun Demo little thing I noticed with the sprint was I somehow managed to "drift" when sprinting left when I pressed right not exactly sure how I did that. otherwise very Fun along with the music.
Recording (no audio my bad):https://youtu.be/_b-Q8UGtF3M
Aye that "drift" is a holdover from an intended mechanic that I didn't have time to get working right. I think it only triggers when you're frame perfect with switching inputs, a way to force drift is by jumping just before you turn.
I wanna make it a proper feature for the next big update so I can build challenges around it.
Also thank you for sending your recordings!
Very happy to hear you enjoyed the music, I put a lot of love into it :)
Thank you for sending your recordings!
This was a great demo! It looks like it's well on its way to being a fun game.
I will say that I had some trouble at the same point as others seem to have had trouble: the dreaded "red box hittable by a normal fireball but not by anything else" section, lol. Your response to another comment implies there is a built-in means of solving the puzzle, though; so, as you have already pointed out, all you need to do is apply an extra note there to inform players of the correct course of action and (hopefully) resolve the issue.
I recorded just under 15 minutes worth of my first two attempts, the first attempt full of a lot more fumbling than my second, but they both stop at the same section (take a guess which one, lol), so I don't know how helpful the recording would be. As soon as I figure out how to share it, I would be happy to do so.
You can join the discord and send it in there or send it to my e-mail:
dip.sheet@outlook.com
If it's too large to send through mail then use wetransfer, and send it through there or as a link!
I reckon I'll make a little hotfix tommorow for that dreaded red box area just to add a note there. That's 3 counts already hehe
I lied i pushed out the hotfix just now
first of all i have to say this is very fun for a platformer and i love the idea of being bigger phsycially seeing it as well, but the idea that you get more upgrades and such however im not sure if i did it wrong but got to the time zone part and there was a red box i needed to hit looked like it was possible with the normal fire ball but had flamethrower and another cake that constantly respawed to make you mega huge to use an overblast but could not hit it not sure if i wasnt close neough or its just out of reach or another method of shrinking that i missed but overall i really enjoyed this game and i hope you keep up the progress <3
Ah it seems an extra note is really needed in that section. You're not the first to run into troubles there.
Losing weight when immobile works across all stages of weight, you are intended to swap between what's best suited for the job at hand.
Hope this helps and allows you to beat the game :)
Control layout for platforming needs some work. It feels like it should be played with a controller and not a keyboard, and the keyboard controls are odd to me. space should be the jump, shift should be sprint, and the other controls should use keys on the other side of the keyboard. Controllers are always better for 2D platformers, mainly due to button layout and ergonomics.
I have a friend helping me out with backend systems that will allow you to remap controls to specific buttons.
And considering how well a twin-stick control scheme suits this game overall I do wanna get into proper controller support down the line.
Sadly that's a bit of a way's away from now, but hope the knowledge that support is underway is pleasant :)
I couldn't finish because I got stuck inside of one of the red blocks as it turned solid. It's also not clear where I'm supposed to go or what I'm supposed to do to get back to the start while the timer is going and you need to rush through it.
The toggled blocks are a bit janky atm aye, sorry I didn't have time to program in a little fix for when you get stuck.
Rushing through is intended, and the way back to the start is the same way you came. I will say this first demo is a little more challenging than a tutorial ought to be but that's mainly cause I didn't have time to seperate it into 2 levels that build off eachother.
I hope you'll try again if it ever strikes your fancy, and in any case look toward future updates. Feedback like this helps improve future versions!