Some parts are very frustrating, like when you're trying to jump out of the water, but you can't be touching the wall:
Because the platforms are just like in the picture below. But I think it's supposed to be like that.
Yes, Uze mentioned this as frustrating, but I wanted falling into the water to be result in some kind of penalty. Superjump is best used with the horizontal momentum of the turtle's burst of speed to arc your jump. Any jumps from directly below will typically fail. The easiest way to fix it would be to remove overhangs, but I think if navigating the environment is too easy, then the game loses some replay value.
Is it even possible to dodge the bomb on the second red plataform? (I tried it like 10+ times)
Yes it is possible. It'll take some practice, but some hints that may help:
- You can control your horizontal speed to a certain degree while in the air with the dpad. So you'll need to slow down mid-air as you jump from the first mushroom to land on the edge of the second and immediately go into another jump while then increasing your horizontal speed. Yikes! This is a pretty clutch jump to make for a sub 2min time.
- If you land and "bunny hop" quake style, you won't lose any horizontal speed. For a lot of jumps where there are a number of evenly spaced platforms, this will mean if you get the first jump right, you can be pretty sure you will stick the remaining ones (unless I sneakily unevenly spaced a few platforms
When you walk on water, the panther doesn't even touch it, it just floats a few pixels above. I could be wrong, but wouldn't it look better if it touched that foamy white part?
You're right, and it's because I used the same tile from the platz demo and it's just offset towards the lower half of the tile. I could easily move the wave section upwards and it would look better. I'll add it to my list of fixes for a later version.
This one's a bug I found, I was just trying to super jump out of the water and I just didn't transform. Touch the water again transformed me into a panther and then transformed me into the turtle again.
I haven't looked at the code, but I believe the condition is to touch the edge of the water, I think that the super jump is just too fast, and depending on where you are, you just "skip the edge of the water", resulting in a flying turtle. I'm suggesting a "not in the water" condition, but there could be better solutions.
I reproduced this by having the turtle facing left in your screenshot with its back flush up against the vertical wall. Nice bug find! This is an issue with Platz and it has to do with transitioning from a smaller sprite to a larger one. Because Platz takes some shortcuts when doing collision detection, a failed sprite size transition is left to fail until it can succeed. This is typically fine and one of the reasons you may get stuck in snail form until you move away from a ledge that your back is facing. Unfortunately, in this case, the trigger that swaps from turtle to panther is no longer within range when you have made room to transition to a larger sprite. I think a reworking of the Platz bounding box and trigger mechanism is the best fix and until then, submerging again should fix it
I love the music
That's thanks to Uze for that. We had another tune that was in our opinion even better, but there were space limitations and other factors to consider.
- Controls are very good
- Sprites are nice, everything looks good together
Thanks for the feedback!