Hotfix!


  • Added a reminder in the red toggle room post-runback that'll help you lose weight
  • Added a pickup spawner after the first immobile section, just in case
  • Moved the button encased by red blocks into the wall so you don't accidentaly clip through the world (proper fix pending)

Files

OverGlow2Night_PlatformingDemoJun.01.6HOTFIX.zip 42 MB
13 days ago

Get OverGlow 2: Night (DEMO)

Comments

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(+1)

I have only 2 things that I think would make the game better,

1st, allowing the player to dash after they hit the ground from a slam, so impact animation cancel, currently you need to wait for the animation to be finished it doesn't feel super great.

2nd, making shift sprint instead of space, that way you just have a line of the 4 inputs, space can be interact or something else, but Shift as sprint seems like a better option

other than that, game is great

You can already do animation canceling, I was hoping players would find out on their own. You can jump directly after any kind of impact to cancel the anim and then input something else. I have considered allowing the bash to cancel aswell but I feel it's more rewarding that it comes with an extra input.

In regards to the 2nd point, button mapping is underway.

Thanks man!

(1 edit) (+1)

I get the idea behind that, but since you are going for a Wario/Pizza Tower like gameplay, you want to optimize flow, so Slam -> Bash is a good flow especial since you can Bash out of Rocket, where Slam -> Jump -> Bash is probably fine but is not intuitive, nor indicated, simple intuitive controls makes the system easy to learn and harder to master, then you can make levels that push that mastery, having 1 extra button press for a perceived reward, isn't all that rewarding and becomes tedious after the reward has been found, especially when it could have been 1 single button.

The Reward should be in the smooth and simple flow of gameplay and not the "tricks" that are found to make that happen, the cool tricks need to be something special, like the slide jump dash in Psuedoregalia, or the jump dash reset in Celeste, those are both "bugs" that where made into features for players that found them, in a Wario/Pizza Tower like game a player would expect to be able to dash once on the ground.

also I think you should keep the attack through 1 block wide geometry activating stuff that can be used for good secrets and is a real "ah ha" moment.

Excellently argued my good compeer, I'll be adding it! You give very valuable insights, I've considered it myself but I guess I was missing a piece to go ahead and make it so. Thanks for taking the time to write all this up! :)

And aye I noticed that one hehe, the funny part is how it only triggers when you're standing right next to it. I wonder where that lil bug can be used effectively, and how I can guide players to figure it out because most would assume to use the Weight Expel.

(+1)

I played, but when it got to the obese part, the flamethrower made the game freeze and exit on its own.

Oh that's the first time I'm hearing of that.

Could you send me the Player.Log files in your User>Appdata>LocalLow>DipDev>OverGlow2Night ?

I can check those to see if there's an error I can trace back and fix, you can send it to my e-mail at: dip.sheet@outlook.com

I don't really know how to use Outlook, I've never used it muc

you should be able to send it to my adress through any e-mailing service

I don't really know how to use Outlook, I've never used it muc