Progress Update #4
Happy (late) new year!
I've added two new mechanics (fans and sawblades moving on tracks), one new level (featuring fans), and various bug fixes and polishing (mainly for the UI). I'm really happy with the way the two new mechanics turned out, they really allowed for some interesting level design. Level design overall though is getting more and more challenging because I don't want to repeat ideas too much, and it's proving difficult to keep finding new concepts.
![](https://i.ibb.co/ZLtnk5d/fan-0.gif)
![](https://i.ibb.co/SQ4xtrF/moving-tracks-1.gif)
I'm also really struggling to explain this one fundamental concept clearly. Basically, in the game, you conserve your downwards momentum when burrowing into dirt. So if you enter dirt while falling, your downwards velocity is conserved, and you can use this momentum to rise out at great speeds. It's an extremely powerful trick that allows you to gain momentum rapidly instead of having to dig down, rise up out of the ground, dig down again, rise up, etc which takes time and isn't all that fun.
Anyway, this is all quite difficult to explain in-game. I tried using the level design to explain this, but after I let some friends playtest it, they didn't get it at all. I then tried implementing a block of text explaining it but I knew this
a) still didn't let players fully understand the concept
b) was boring and looked bad
I then tried embedding a little video of the character performing the trick inside the level itself, letting the player know how it's done, but it looked out of place.
I then tried this ghost-replay thing where a ghost player is performing the trick on loop:
![](https://i.ibb.co/Syr6Kz0/ghost-tip-1.gif)
So far it's my favourite option, but I'm still not sure if I should keep the text explaining it. If anybody has any suggestions or comments, I'd greatly appreciate them!