I'm back to discuss some of the gameplay changes I've been working on. I've been feeling for a while that some areas of the gameplay were lacking, so I committed to doing some experiments with new features.
Back-spinLet's begin with the one that I'm on the fence about keeping in the game - the mid-air backspin.
Tapping the Roll button in the air does a quick backwards spin. It's similar to the mid-air twirl in the New Super Mario Bros games - it gives Leilani a little more airtime. But unlike Mario's move, it cancels out some of Leilani's sideways velocity, so it's not just a free way to gain more distance on a jump. If Leilani is moving quickly it can be a useful way to precisely land on an enemy (similar to how cancelling Wario's Shoulder Charge in Wario Land 4 immediately drops him downwards).
One reason I'm hesitant to keep this move is that the roll button is used a lot and adding more functionality to it could get in the way. However I haven't actually playtested this at all so will keep it in for now. I do find it quite fun to use personally
Variable falling speedThis is an almost invisible feature I'm stealing from Super Mario World (and I believe Super Mario Maker also does this). Holding the jump button while in the air subtly reduces Leilani's falling speed.
I set up the two falling speeds so they are either slightly faster, or slightly slower, than the falling speed of other objects in the game. So by holding or releasing the jump button, you can catch up with objects in the air.
This is a silly situation that's pretty unlikely to feature in the game :D but I like the feature nontheless. I think holding the jump button to stretch a jump by a few more pixels is a kind of natural input to do, even if it's not totally obvious that it has made a difference to Leilani's movement.
Leilani Tougher Against EnemiesThis one is actually reverting a previous change I'd made. Originally, Leilani could bump into non-spiky enemies without taking any damage, stunning the enemy in the process. At some point I changed this so Leilani would take damage from any enemy she walked into, in an effort to add some 'challenge' to the game.
I grew unhappy with this because it works against the form-fits-function principle that I try to use throughout the game. If something isn't visibly spiky then it shouldn't hurt Leilani. So now I've changed it back so she can bump into enemies again.
Even if there are fewer ways for Leilani to get damaged, it'll feel more justified when she does take damage! And it suits her tough character better.
Grabbing objectsThe biggest gameplay change that I'm trying out - grabbing objects. I avoided this for a long time just because it seemed like potentially a lot of work. But when playing the game without it, it really feels like a missing part of Leilani's moveset.
To use a real example from the game, trying to get this enemy into the desired position is just awkward - having to move it around by bouncing on top of it, or kicking it which usually sends it further than you'd like.
Put if you can hold a button to pick up the enemy - it's so much easier.
It's instantly fun and useful in most of the game's levels so I think it's a keeper.
Fire Leilani ImprovementsA common theme since the start of the devlog has been "I'm not happy with the usefulness of the fire powerup yet." I focused on three main areas to make the powerup better and hopefully finally solve this problem.
The only real ability of Fire Leilani previously was to build up heat (by rolling while pressing forward) eventually turning her into a fireball. In this state she moves faster and can instantly destroy blocks.
Fire Leilani - Better Heat Building MechanicsThe mechanics for building up Leilani's heat level were previously a bit limiting. You had to roll while pressing forwards, while on the ground, for a fixed amount of time in order to trigger the fireball. Stopping rolling, jumping or even just falling off a ledge would instantly remove all of the built-up charge.
It's now more analogue. Charge is lost gradually over time. It's lost faster if Leilani stands still...
I'm using debug here to display the charge level of the fire powerup; in normal gameplay it's represented through Leilani's sprite glowing orange.... and it's lost more slowly if she keeps moving...
... so it's possible to build up the charge in more situations if you don't spend too long off the ground.
Fire Leilani - More Powerful FireballIn the fireball state Leilani can now instantly kill small enemies. Previously she would just roll into them as normal.
I might add the hit-pause effect when destroying enemies this way, the same as when destroying the blocks.This gives the fireball a definite and obvious use and highlights the fire powerup as being the "offensive" powerup (where the floaty-bubble water powerup is the agility/defensive powerup).
One reason I originally avoided implementing the fireball power this way was that the interaction of instantly killing an enemy is a little abrupt compared to how most other interactions between Leilani and enemies works. Often enemies can be quite useful tools within a level (to kick into other enemies, for example) and instantly killing them can suddenly deprive you of that tool. However the next change is designed to remedy that issue somewhat.
Fire Leilani - Throwable Fire ProjectileFire Leilani can now press Up+Grab to generate a handheld fire projectile (I'm avoiding calling it a fireball since I also refer to Leilani's flame state as a fireball).
This is inspired by using Up+B to pull out a coin in Wario Land which can then be thrown at enemies. The projectile takes a little while to charge, so it's not instant-use anywhere you like - it's best to find a safe spot to charge it up. Letting go of the grab button before it's ready (before it turns red) will cause it to disappear.
This still needs some particle effects and whatnot to indicate the projectile failed to charge.However there is one shortcut to charging the projectile - when Leilani has built up her fireball charge, she can instantly generate the projectile in return for losing the charge.
It's possible to do this instant-projectile even in mid air, and immediately kick the projectile at something, so it adds flexibility if you plan ahead.
SummaryI'm pretty happy overall with these changes, I certainly think the gameplay will feel a little more fleshed out because of them. There are so many situations in the game that the player can now approach in multiple different ways, which I love - the player can feel empowered by all the options they have available.