Mobility Mechanic Master #1 - Slide Jumping
That not many games use this concept, however with the concept of slide jumping with the player having the slide direction along with the speed boost of sliding carry over for use with the ability to slide jump, a simple concept but hard to execute with many games having it where sliding is only going to happen for a short amount of time.
The said area of use is being done here with my game idea in hand. I will try to expand upon it's depth of use and see how I can master it in use overall for the given gameplay system. I wish you luck future me.
Decay
A decay system; a decay system encourages the player to jump early instead of waiting towards the end. This system is flawed in the fact that yes it's a friction system, however overall is less fun than having it where you keep building up speed and keep on rolling with your speed. That game mechanics built around slowing you down and not letting you hit critical mass are overall less fun and I should be ashamed for thinking of this in the first place.
Now I understand why games focus on giving better and better tools to speed up and not slow down. This means I should be having the player start out slow and give more powerful mechanics/ techs the player can perform to speed up and not worry about slow down.
Speed up
The speed up system is tricky to get down, however it feels amazing to have at the end of the peak of the slide to have your character jump with the carried horizontal movement! You feel truly rewarded for putting everything together and things feel as if they're working together than against each other for how they're supposed to function. This truly makes sense why Pizza Tower has the game focus on enemies and the environment trying to slow you down instead of your tool kit.
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