Continuing to find and save interesting twitter threads that can be useful for the game design community, with this thread on Eternal Paradise’s design! Kirby’s speed & momentum vía @alexaugerdev
Original Twitter thread:Eternal Paradise game design! Kirby’s speed & momentum
Edited Twitter thread:Eternal Paradise game design! Kirby’s speed & momentum
Finally gonna start talking about Eternal Paradise’s design! First subject: Kirby’s speed & momentum! -A thread 🧵
#kirby #fangame #gaming #gamedev #gamedesign #gif #videogame #retro #pixelart #pixelgame
One thing I noticed in the official games is that there’s very little incentive to walk. The amount of traction lost or gained is barely noticeable, so quite often players will simply run, as it’s the superior choice.
To counter this, I’ve decided to give Kirby some natural physics while still being based on the GBA titles. You may have felt the difference while playing, and that’s perfectly intentional!
Walking offers more traction at the cost of speed, while running focuses on the opposite! More control, or more speed? In some situations, you might have to make that choice, and I believe that adds a small amount of depth to the gameplay.
You may have also noticed the interactions with slopes! This came to me while playing the 3D Classics version of Kirby’s Adventure. I found momentum & speed gain to be extremely fun, and was puzzled why it wasn’t featured more!
Jumping off them, cartwheel hopping & even some attacks are affected by this!
I also made the intentional decision to not slow down the player while climbing up slopes, as this keeps the flow going. However, traction is increased while doing so! I hope this makes the game more fun & fluid for some of you!
And that’s all for now! Next time, we’re gonna tackle quite the controversial topic… Look forward to it! 😈
Originally tweeted by Alex Auger (NEW 0.3.2 DEMO OUT NOW!) (@alexaugerdev) on November 1, 2022.
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