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Tamal Demo 02

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Author Comments

Imress just wants to have an adventure in the lands of Tamala, but someone else keep messing with her.

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In terms of basic movement and appearance it's good. The character moves smoothly and the jump distances feel good, and the background and animation is clean and pretty. A few suggestions:

1. Leave the zoom distance at one setting. Being able to clearly see how you're moving and where you're going is critical for a platformer.
2. For the same reason, place the screen shifts so that they're not mid-jump or right next to a deadly drop or other hazard.
3. Hold down to look down. Hold up to look up is already available, and down is even more important for seeing where you might land.
4. Moderate the repeat damage from spikes. It was very easy to die from a single slip in the corridor of spikes after the "Did I just tempt fate?" sign.
5. Consider having separate buttons for activating chests and jumping. You want to be able to control which you're using when there's an enemy approaching or you're on a small platform with a chest.

jktorres55 responds:

A agree with you on the first one, adjustments will be made on the next update included in that is the shifting of game area.

Is the third a question or an observation?

for the fourth one. I think I could either lengthen the gap of the repeat damage or lower the base damage.

And the fifth one is currently a priority for the next update. the inability to jump while standing besides chests are annoying admittedly.

Thanks for the feedback

I keep 'using' the iron key which blocks me from any progression, I don't understand how you are supposed to unlock the chests?

jktorres55 responds:

If by "using" mean manually clicking use on the inventory menu? should have worded it better. Getting close to the chest and locked doors with the key in the inventory then clicking spacebar uses the key needed. I am very sorry for the vague instructions. Will be updated with added content.

This looks really solid and promising. Nice style and presentation.
However, the controls are not great.
Since this seems to be a classic platformer that doesn't use the mouse, it needs a control scheme closer to what classic platforms did. Meaning separate hands for action and movement.

Having space to jump makes sense when your right hand is glued to the mouse, because you are using the mouse, for moving the camera or aiming etc. Having all the actions of the game on the left hand while the right hand is sitting is awkward.

WASD for movement, which is a standard by now. But put the actions on separate keys that the right hand can comfortably press. Like J K I L. This is also becoming a standard
(K jump, J Attack) or something like that.

Unless you plan to incorporate mouse aiming where this wouldn't work. Peace

jktorres55 responds:

Good to know, I'll try a version of a level with the numpad for the jump and the action/interact button

Looking forward to seeing more... currently ends on a high spot left of the black bonfire?
Got the key, opened the chest, now what?

EDIT: Thanks, finished the game... just a couple of small issues. One is jump doesn't work if you're in front of a chest which in a couple of areas isn't helpful, and controls are awkward.
Lovely aesthetic, nice audio, somewhat annoying grunts from the character.

jktorres55 responds:

If i'm thinking correctly on the place you're at, you should have the ruby gem with you that purifies curses and that black bonfire is cursed, should work automatically but if not just click spacebar beside the black bonfire while having the gem. And then on the top left of that area should be the portal for the next level.

Credits & Info

Views
270
Faves:
2
Votes
58
Score
2.81 / 5.00

Uploaded
May 30, 2023
11:49 AM EDT