As I continue working on Tosh, I feel I've gotten the basic feel of the movement and physics right, however, as deep into your own work as I am you can get a bit blinkered, which is why I've released another test build for physics and movement just to get some fresh eyes on it.
I feel I've come to a good compromise between old school Sonic physics, and modern platforming ideals.
I've yet to implement a spin-dash (or something that takes the place of it) since Tosh can reach his top speed much quicker than Sonic can (though his top running speed from a standing start is much lower than if you use physics as a boost), and I don't want my level design to be influenced by it. If it, or something like it, does get put in, it'll be after a few levels are done and much more feedback is taken.
The current build has 1 basic level, with a few obstacles. There's no health, or collectables, or level end screen, just a course to test out how the controls and physics feel and to hunt out any movement glitches.
If you decide to test it, here's what I'd like feedback on:
- Navigating the level
- Can you reach the end?
- How easy did you find it to backtrack?
- Could you reach the top path after the ramp?
- Controls
- General feedback on the controls, rebinding etc
- Which control system did you use (Keyboard or Gamepad)
- Physics
- How satisfying or not did the physics feel
- Did you discover any glitches?
- Did they stop you continuing?
- Did they let you skip parts of the level?