Levels 1, 2, and part of 3
Main Menu
Character Select
Level Select
Pause Menu
Collectable HUD
Level End Screen
Level Start: Intro to trampoline & new enemy varient
Bounce to the top or look around for a secret
Hidden area: Vertical trampoline challenge with a hat reward.
Top of the cliff: checkpoint, new charger enemy introduced & roller powerup by a dropoff point.
Open Hills: there are 3 openings here, one is to continue and the other 2 are challenges for bones
Bone 1: Use canons to launch yourself into an enemy encounter
Bone 1: Curvy falling pathway to bone
Bone 2: even curvier and thinner pathway to bone, high speed and requires presise turning.
Continue level
Roller platforming with lava, similar to bone 2. You lose the roller power at the end.
Final journey up the hill as the spring or foot, this part is a cooldown area, its easier & nothing will kill you.
Movement
satisfying to pull off
2(+1) characters have unique move sets and playstyles
Offers control & speed
Spring Character
With new visual cues B-hopping is much easier to pull off and keep track of, the dive is easier to see the AOE and its easier to tell when you've double jumped
I am all around satisfied with this character, I like it's control method and movement and I don't plan on changing it much at this point.
Foot Character
This character offers a slower, more controlled playstyle
More difficult character, I don't mind this but I do think combat is a bit too hard.
I like this character and enjoy playing as it but it does feel to be missing something, a unique benefit like B-hopping for the spring.
Roller Power
I had a lot of fun playing this character, the fast paced, constantly moving playstyle of this character is very fitting with the ethos of this game with a slight twist of not really involving jumping.
Momentum mechanics & could be more realistic
Character uses almost exclusively mouse controls to move around with the exception of space bar to hop
Level Design
Level 1 - this level is pretty simple, not very hard and acts as a tutorial or introduction to the mechanics.
Level 2- this is pretty different, you start as your main character in a more linear segment but get the roller power up transitioning slightly into a more open area and introducing the player to a new playstyle, then ending with the original character. This level is a lot harder than the first, especially because of the roller's speed. Needs more playtesting but I am very happy with the result of this level.
Level 4 (3) - This is intended to be final level of hypothetically 4. Its the classic lava castle fortress level but with a volcano instead. This level is currently a work in progress but it focuses more on enemies and obstacles than the other 2. It introduces a new, much harder variant of the ball throwing enemy and falling lava balls. Not finished yet but this level will end in a boss fight.
Overall I am happy with my level design so far, each level serves its own purpose and has a central mechanic and theme, which prevents the game from feeling repetitive.
-They both had fun with the movement& level design
-Both liked but struggled with the roller
-Fix bugs: UI with spring, End game timer, occasional run errors, outline post processing.
-Difficulty spike in level 2, difficulty was appreciated but it was a fast ramp up.
-More tones in cell shading
-Add audio
-Add options menu
The game was received very well. I need to further work on balancing and bug fixes but both players definitely had fun playing the game.