Thanks for the comments guys.
Waaaaaay
too hard. Can't get anywhere.
Possibly due to the fact that I have the same problem that I had with Defez 3 before, that the keys are too sticky (you know, like the 'repeat delay' is slower than I'd like it to be).
FWIW the implementation of the control system is a million miles away from the one in defez.
This means that I have to taptaptaptap to go forward, but also somehow steer with up and down, and, well, it's bloody difficult. If the obstacles were spaced more, or if there was more room to move, this might not be a problem.
I tried out having a version where the caverns were empty for the first while. But, I thought it was pretty boring
I like the cavernous aesthetic, though. Indeed, the 'gets more detailed as you get closer' system is quite interesting to look at; what inspired it?
A chat with haowan about quadtrees.
That is really far too hard (for me).
I understand.
Maybe have the same sideways movement mechanic as up-down?
that would make it harder still!
The sideways movement seems too jerky. Although it's cool how you slot into the... well, slots.
It's sort of a fixed thing about the engine. The next technologically-similar game I'm going to be working on will have smoother motion, fwiw.
Also needs instructions. The first time I played it, I thought it was tap up to go up a bit, then fall back down, so when the ground disappeared and never came back (because I went up for too long) I was like "wtf?".
I'll try redesigning the initial cavern to make this less likely, and I'll include more-detailed in-game instructions in the next release.
I have the scoring system, as well as sound, added, but I only want to do one more release so I'll wait in case I forget anything else.
But, the tapping is so fiddly,
It takes a little getting used to, and would be awkward to change. I will *try* decreasing the inertia, but I'm pretty happy with it as it is atm.
and the constant inertia up and down, when combined with the fact there are moving hazards is a real killer.
Yep: 'tis hard.
Ease up one way or the other, I say. Otherwise, fine. I'll appraise properly later.
I'd wait until the final version is out then. It's unlikely to be any 'easier', but will be more-directed anyway.