itch.iohttp://itch.iohttps://itch.io/t/3776228/a-new-beta-versionA new beta versionhttps://itch.io/t/3776228/a-new-beta-versionWed, 22 May 2024 21:44:12 GMTWed, 22 May 2024 21:44:12 GMTWed, 22 May 2024 21:44:12 GMTRaymond, can we please get a new release of the alpha/beta version of the game?

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https://itch.io/t/2849462/a-bit-more-realisticA bit more realistichttps://itch.io/t/2849462/a-bit-more-realisticThu, 11 May 2023 19:54:47 GMTThu, 11 May 2023 19:54:47 GMTThu, 11 May 2023 19:54:47 GMTCould you, would you add jiggle physics to Gabby. It would make her more well... of a better character. Other than that the game is a solid idea and thank you Raymond for inspiring to pressing on and encouraging me to make my game!

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https://itch.io/t/1506108/infinite-jumps-unlockedinfinite jumps unlockedhttps://itch.io/t/1506108/infinite-jumps-unlockedSat, 03 Jul 2021 18:50:39 GMTSat, 03 Jul 2021 18:50:39 GMTSat, 03 Jul 2021 18:50:39 GMTi feel smart . i want to know how many people have found that thing! (that unlocks it)

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https://itch.io/t/2434171/animation-toggleanimation. togglehttps://itch.io/t/2434171/animation-toggleSun, 23 Oct 2022 09:58:45 GMTSun, 23 Oct 2022 09:58:45 GMTSun, 23 Oct 2022 09:58:45 GMTyeah yeah. low fps characters is a trend now. but i think in games it should be a toggle.

and disabled by default.

as looking at 2 frames tail on grinds is pain to eyes. and looking at low fps character in game is also pain to eyes. as it feels wrong

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https://itch.io/t/2153705/i-think-its-possible-for-gabi-to-infinitely-pick-up-speed-on-her-own-peak-320kmhi think it's possible for gabi to infinitely pick up speed on her own. (peak ~320km/h)https://itch.io/t/2153705/i-think-its-possible-for-gabi-to-infinitely-pick-up-speed-on-her-own-peak-320kmhSun, 05 Jun 2022 05:03:53 GMTSun, 05 Jun 2022 05:03:53 GMTSun, 05 Jun 2022 05:03:53 GMTso i think i have found something pretty interesting. i went into the interchange to play around with a few things in the latest build (v0.11.1) and to mess around with the mechanics. from past game experience from games like quake and apex, i wanted to see if there was a way you could b-hop, in a sense. what i found was pretty cool and though i have seen people mention using rails to pick up massive speed, i havent seen too many people say anything about this specifically. 

as someone really interested in putting time into game development as a possible career, and as someone who loves physics-based games (especially when it comes to movement, i.e. most source games) this is really fascinating for some reason. 

you got a cool game here so far B)

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https://itch.io/t/2154158/somewhat-extensive-feedbackSomewhat extensive feedbackhttps://itch.io/t/2154158/somewhat-extensive-feedbackSun, 05 Jun 2022 12:15:35 GMTSun, 05 Jun 2022 12:15:35 GMTSun, 05 Jun 2022 12:15:35 GMT=== Level Structure: ===

== Calder's Mission: ==


Lack of direction:

- this map shows complete lack of direction.

when you start this level, the expectation is that I should move foward,

but I need to go down and to the right, which seems to be the right path.

but also feels a bit like its a exploration level,

but its a on-time level, so exploration and ontime doesnt match well.

- the floating platforms right at the beginning of the level are useless and don't match the gameplay

because it's a speedy game.

- The hazards on this level kill you instantly and make you retry it. 

you should go back to a checkpoint like on the second level.

or get some kind of damage, like your character falls and that delays you.


== Sky Port (Structure): ==

This level has a much better structure than the previous one.

it has arrows with directions that show where you should go and that is a good thing for this type of game.

I often felt clumsy playing it, and I imagine on these types of games you'd want your player to feel

acrobatic or some sort of parkour master, like assasin's creed.

on the part where you climb the cranes... it's very unclear that you have to climb it.

I recommend an arrow pointing upwards and maybe a glowing aura on the grinding spot.

but this aura is like a tutorial aura, that would disappear after first usage.




== Sky Port (Gamefeel): ==

it makes me feel a bit like playing a sonic game.

I'd say this level still needs a bit more of work in giving the player a sense of direction but it's the

best out of the others on this aspect, which you should give it a go more.

player like to feel like they know what they're doing and they know where to go.

when player's feel lost or don't know what to do, they often think they don't like the game

and don't want to play it.

I had friends who played shadow of the colossus, but they failed to know that they're supposed to follow

the light of the sword, and they just wandered around, lost, and gave up the game. 

so, a sense of direction and knowing what they're doing, will keep the players engaged for a longer time

and make them experience more of what you want them to experience, therefore getting to like the game.

the "coins" on the first level work to a certain degree to give the player a sense of direction

but its not as good as the arrows. there are many players who don't care about coins or power ups in a game.

like me, I don't pick coins usually, or power ups, only if I know they're good and not too hard to get.



== Interchange: ==

Again, the level lacks on direction a lot here like the first one, to a point where is frustrating.

some of the collection spots are up others are down, and there's stairs on your way but they're not the

place you're supposed to go.

(That's how I felt on my first run)

On my second run I was able to find my way better, and it feels... a bit small.

but it feels good.

Third run feels a bit better. 1min 30sec this time.

this level is more enjoyable. short and open. its good.

it feels like something is missing tho, but I believe it will be filled on the final version.

with art style and things that look cool on the stage. 

I think this is a better level 1 than Calder's Mission.



== Grinding: ==

and when you're grinding, the camera automatically moves to the direction you're grinding to.

it bothers me, making that an option to turn off would be great.

and when you're grinding and it's supposed to go straight into other grinding spot, it doesn't.



== Additional Features: ==

It would be good to add a button press like R3 on the PS controller to be pressed in order

to auto move the camera to the direction the character is facing.

I like to move the camera around myself as a manual camera, and to be able to see right in front of me

quickly I usually use R3 in games.



== Misc, Bugs & Notes: ==

= cheats: = 

- You can infinetly grind in the walls, once the character finishes the grind, if you jump after it, it will continue.

- You can climb and wall by repeatedly jumping and changing directions.



= Small buggies: =

- sometimes the grinding spot is not well uh... recognized by whatever functions you're using and other times it's over recognized so it seems to "activate" the grinding function multiple times, so the grinding sound spams a lot and the character floats a bit in the air.

- the stairs on the second level don't work well. it seems that when you come running and run into them, the character speed suddenly change as to be a "speed while climbing stairs type of function". and the sides of the character seem to bump on the stairs handles as well as if the collision boxes of the stair are a bit big.



= Notes: =

- I like the look of the character, Gabi. I'd say the animation might need a bit more of smoothing.

- I wish the character would have a voice and make sounds when jumping, dashing, and multiple of them

not just one or it would get boring. and maybe some phrases after the run and before, or after a nice jump or when you get hit.

- I like the 2D characters on the first level, but I keep spinning around them to see their full body

but it hurst my brain cause they're just a 2D image spinning lol. I'd rather they don't spin at all like a hologram

or be fully 3D..

- You could implement manouvers, like the Tony hawk series. or not. lol 

- The character is somewhat slippery, like its on ice.

- the 90 degree camera view is too close, the 120 is better.

- you can't grind on the side walls of the first level. it seems to be a intended feature.

as to not fall of of the stage. but it feels a bit counterintuitive to the natural abilities of the character.

- I'd recommend a tutorial level to introduce the game features.

with glowing auras around grinding spots and arrows that show directions. these arrows could also glow and move

a bit but not too much glow, like low saturation. 

the turorial level I'd recommend something like:

block stairs to introduce jump. 

"press X to jump"

higher block stairs to introduce double jumps. 

"press X twice to perform a double jump"

then big hole areas to grind on wall, once player fell in hole bring him back to before the hole. 

"Jump by the side of the wall to slide on it"

then places for the player to "slide crouch"(?, I don't know how its called.) and arrows pointing downwards on the wall.

"Press Circle to perform a "slide crouch" "

And I still don't know what the "rolling dash" is for, the character runs faster than is, so i see no point so far...

Unless it's to quickly change directions, but I'm still not sure of its functionality... maybe if it was a back dash

that would make the player automatically change direction it could be implemented somehow...

I checked the how to play section and it explains a bit better, so I think those explanations should definitely

be on a tutorial level.

the fighting feature I'm not very sure about it. will have to see on further releases.

each of these obstacles should have a repetition of at least 5 times.



== My Settings ==

I played with a PS4 controller.

- I had Camera Smoothing disabled. 

- Field of vision 120 Degree.

- Input for Horizontal and Vertical Look Sensitivity to 1.



== Music: ==

the music is good.

I'm not good at criticising music.

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https://itch.io/t/1780889/raymond-you-foxRaymond you fox!https://itch.io/t/1780889/raymond-you-foxFri, 26 Nov 2021 11:30:04 GMTFri, 26 Nov 2021 11:30:04 GMTFri, 26 Nov 2021 11:30:04 GMTHey Raymond,

I've played the latest update for a while and I feel you're really hitting a good spot. It's amazing now! I really really had a good time. I was kinda sad when you took a break, but glad you're back at it!

I wanted to say that I'm on the wishing list for when you release it!

PS: Take it with a pinch of salt:
Pros: Artstyle, movement gets better, vibe, fun factor.
Cons: I am getting lost pretty easy (some arrows like in racing games would help (us the noobs)

Camera movement on the horizontal axis might need some touches.

But you did a 10/10 job. I wish you the best of luck!

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https://itch.io/t/1114246/i-tested-the-prototype-here-is-some-feedbackI Tested the Prototype: Here is some Feedback!https://itch.io/t/1114246/i-tested-the-prototype-here-is-some-feedbackWed, 16 Dec 2020 06:01:23 GMTWed, 16 Dec 2020 06:01:23 GMTWed, 16 Dec 2020 06:01:23 GMTFirst off, WOW! I can already tell that this will probably some day become one of my favorite games, you are very good at level design and also character design based upon your devlogs. I cannot wait to learn more about Gabbie and her story!

Secondly; I offer some criticism and possibly valuable information to help improve the game:

1: I, at least, find Gabbie very hard to control in the air. Again, this could just be me, but she seems to just fly off in her own direction.

2: Sometimes the double jump and/or air dash just dont happen, even when they should; in addition, I think you removed the stomp move, where she will descend rapidly? I do not know, all I know is that I could not figure out how to control it and it would have been useful.

3: I think it would be better for the Wall Run to be controlled by user input, as I would often get stuck in places because she would repeatedly auto-run on the walls. Inversely, sometimes she just would not wall-run, even on a wall tall enough for her to.

4: It is very difficult to locate the checkpoints in the Interchange, maybe have an arrow point where you are meant to go?

5: It might be a good idea to have an effect of some sort on things you can grind on, as sometimes it is hard to find them on lower video settings.

6: To me, the run animation feels slower than the skate animation, I say this because you changed it for the opposite reason, and also, sometimes she uses the skate animation for a couple frames when you begin to run?

7: I feel it would be more intuitive for her slide and air dash to be the same button, as I very often would press the wrong button when trying to do either, as my brain considered them similar actions.

Overall, this is a great game that shows great promise, I just feel that these few things could be minorly tweaked to make the game a bit better.

I wish you luck with this game, and look forward to its eventual release!

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https://itch.io/t/935164/subjective-feedback-what-i-found-fun-thoughts-on-level-designSubjective feedback (what I found fun; thoughts on level design)https://itch.io/t/935164/subjective-feedback-what-i-found-fun-thoughts-on-level-designThu, 20 Aug 2020 18:03:52 GMTThu, 20 Aug 2020 18:03:52 GMTThu, 20 Aug 2020 18:03:52 GMT

Hello! I just played the Project Feline demo (0.9.3). I wanted to share my thoughts on the fun I had, in case the feedback is useful to the developer.

My favorite experience in the demo was getting lost in the Interchange (Explore mode). I found myself in a flow state, continually using movement skills to orient myself and understand the level's layout. The scattered collectibles served as markers of spots I hadn't reached yet, ensuring I never got too lost. It was exciting, having the freedom to go anywhere, and using that freedom to get myself lost, and then gradually become un-lost as I crisscrossed the level and mentally mapped it...

Every time I crossed a passageway or threshold and saw familiar space on the other side, I felt rewarded with more understanding of the level's interconnections. Every time I crossed and saw unfamiliar space, I felt rewarded with additional space to explore.

To Raymond: I don't know whether this is still something you're deliberating on, but I'll say that I prefer the semi-open exploration design of the Interchange over the linear level designs. When it comes to games focused on fun movement, I think exploration-heavy levels work well for 3D games, while linear/technical levels may be more suited to 2D platformers.

I hope this perspective helps, and good luck with continued development!

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https://itch.io/t/889817/how-do-you-get-dx11How do you get DX11?https://itch.io/t/889817/how-do-you-get-dx11Sun, 19 Jul 2020 20:53:43 GMTSun, 19 Jul 2020 20:53:43 GMTSun, 19 Jul 2020 20:53:43 GMTI have DX12, how do I run DX11?

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https://itch.io/t/884704/got-a-very-werid-updateGot a very werid updatehttps://itch.io/t/884704/got-a-very-werid-updateWed, 15 Jul 2020 09:13:31 GMTWed, 15 Jul 2020 09:13:31 GMTWed, 15 Jul 2020 09:13:31 GMTfor someone reason i got a update 0.9.3 even though they is nothing about it

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https://itch.io/t/824329/tried-this-game-outTried this game outhttps://itch.io/t/824329/tried-this-game-outSun, 07 Jun 2020 15:47:53 GMTSun, 07 Jun 2020 15:47:53 GMTSun, 07 Jun 2020 15:47:53 GMTI tried this game, here are my observations.

(visuals)
First of all, I assume that more animations will be added to the game. Then, in the 2nd area, when you get up and through the 2 wall jumps at the beginning, the area becomes way too bright and it' really hard to see. I know there isn't much to the visuals yet but I still found area compeeling!

(gameplay) 

My biggest annoyance would be with the double jump/multiple jump. It seems that it is not always registered. It feels like a bug. It also looks like speed doesn't matter that much when jumping long distance which feels strange. Otherwise, fun and fast paced.

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https://itch.io/t/779593/mac-supportMac Supporthttps://itch.io/t/779593/mac-supportTue, 05 May 2020 00:33:08 GMTTue, 05 May 2020 00:33:08 GMTTue, 05 May 2020 00:33:08 GMTHey Raymond!

So i watched the devlogs a while ago and wanted to get the game but sadly since i play games on mac i can't get it, i got super bummed about this and really hope you can try to make a mac version of Project Feline, If it's too hard please don't waste your time trying if you do see this.

Keep up the good work though!

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https://itch.io/t/730527/things-i-want-in-gameThings I want in gamehttps://itch.io/t/730527/things-i-want-in-gameThu, 02 Apr 2020 13:56:27 GMTThu, 02 Apr 2020 13:56:27 GMTThu, 02 Apr 2020 13:56:27 GMT-Sliding should increase speed(it's a little unsatisfying)

-bounds should be wider so the player can traverse freely and it'll be more fun

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https://itch.io/t/728973/tested-the-gameTested the game!https://itch.io/t/728973/tested-the-gameWed, 01 Apr 2020 06:37:15 GMTWed, 01 Apr 2020 06:37:15 GMTWed, 01 Apr 2020 06:37:15 GMTHi! I tested the game, it was fun, like really fun. But while testing I noticed a lot of things. In the test world, with the rail system, once I hit the rail that goes up to another rail, it's supposed to stop and dismount, right? What happens is I'm stuck between the two rails. Also with the circle, I keep on looping only a quarter of the rail. And when I die, I don't dismount from the rail, but slide on it like a random dead man. I also personally find it a bit hard to hit Ctrl key to crouch, so maybe this control can be moved. And although the closer camera makes it so it the players feel more connected to the character, honestly for me it's kinda hard to see what is happening or where I am going. I'm really not always able to follow my own player. I also wish that the rail's mount and dismount will be a lot smoother and just doesn't snap on it. It should also be necessary for the player to have momentum before they ride a rail so the gameplay would be like riding on an actual rail. That's all I noticed. Thank you and keep doing your wonderful job!

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