Long time no see.
Even though it's been years since an update, I've recently exhibited this game at an IRL event. I felt I'd shown off my other games too much, and so I wanted a breath of fresh air; I wanted to show something different. This game is short but still held up pretty well, which made it the perfect fun project to showcase.
Here is how the showcase went :
Before showcasing, I updated a few things :
Changed the background from a solid colour to a checkerboard.
Added a parallax effect to the background.
The background moves based on player movement instead of camera movement. I think this makes the game feel more fluid since, in most levels, the camera barely moves, so seeing something else wiggle and nudge that isn't just the player and the package just felt like a beneficial addition to the visual style of the game.
Added a slight pulse of scale to the new checkerboard background when the player dies.
Made the BOSS level a one-life try. The level now restarts after dying once making the boss a whole lot more threatening and challenging.
Increased the length of our package when using our ability. Makes for a better platform AND indicates that our ability is actually doing something.
Beefed up some animations :
Player's scale bounces a little more when grabbing, throwing, and dropping a package.
Increased the bounce when double jumping WITH a package (to better indicate the weight of the package/jump).
Added more squeeze to the package as we throw it (to better indicate the strength of our throw).
Fixed the issue with the granpa constantly bouncing once it hits the ground.
Added a slight zoom into the GRANPA NPC when we speak to it.
& Small bug fixes
I know there is more to fix, to add, to do, but I make games for a hobby. I'm also an incredible procrastinator, and I move on to new things without finishing the last. Bad human habits of mine I'm always working on fixing.
I hope you've all been well these past couple of years. Thank you all for playing :),
Malachi