Kafaadami's Forum Posts

  • Thank you so much for taking the time to play the game and for sharing such thoughtful feedback! I'm really glad you enjoyed the movement, animations, and level design.

    About the death animation, I'm actually going in the opposite direction on purpose. I've been trying to avoid gore entirely. I want to keep the tone lighthearted, so I'm aiming for something that feels more playful than graphic.

    I also completely agree about the idle behavior. I already have plans to add extra idle animations, such as the dog sitting down, sniffing around, and other little behaviors if the player stays inactive for too long. I'll definitely add those as soon as I get the chance.

    I also appreciate the suggestion about adding a bit more randomness to some level elements. I'll experiment with that and see if I can make certain sections feel more dynamic without compromising the flow.

    Thanks again for the great feedback. I hope you'll come back and try the future updates!

  • Thanks a lot! I'm really glad to hear it plays well.

    You're absolutely right about the controller support. Analog stick movement is on my to-do list, and I'll get it implemented as soon as I can.

    You also make a good point about the tutorial prompts. My plan is actually to replace the text prompts with proper keyboard/controller icons, so they'll automatically match the player's current input device.

    I've actually been thinking about adding a short peeing animation (with a little jingle) when Agro reaches the fire hydrant at the end of each level. I think it would fit his personality nicely and make finishing a level feel a bit more rewarding.

    Thanks again for taking the time to play and leave feedback, I really appreciate it!

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  • Hey!

    I'm making a precision 2D platformer inspired by classics like Super Meat Boy and Celeste, built around a bark mechanic that lets you interact with the environment and solve platforming challenges in different ways.

    I'm currently focusing on polishing the controls and game feel, so I'd really appreciate any feedback!

    You can try here: https://www.construct.net/en/free-online-games/homerun-playtest-demo-72809/play

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  • Yeah, I agree! Having both options available would probably be the most comfortable solution. I’ll definitely keep experimenting with the controls and see what feels the best.

    And thank you so much for the kind words! It really means a lot. Making a first game has definitely been a learning experience. There are so many things to think about at once, but I’m enjoying the process and trying to improve step by step.

    Also, I’d love to see your games too! A lot of great games start from inspiration or a simple idea, and I think it’s really cool that you kept improving your project over time.

    Thanks again for the feedback and for sharing your experience!

  • Thank you so much for playing the game and taking the time to leave such detailed feedback! I’m really happy to hear that you enjoyed it overall.

    The game is still in development, and I’m adding things whenever I get the chance. Right now, my main focus is making sure the mechanics feel good and that the overall game feel is moving in the right direction.

    The bark mechanic is going to be the main focus of the game, and I’m planning to build the gameplay around its different possibilities. For now, it only works with the platforms, but as you mentioned, I definitely want to expand it. Things like barking at enemies, deflecting projectiles, and other interactions are ideas I already have in mind.

    I completely agree about the readability of the bark. I actually have a shockwave-style effect in mind, but I haven’t managed to create it properly yet. The yellow outline was added as a temporary solution just to give some kind of visual feedback when a platform is in range.

    Thanks for pointing out the audio bug when getting stuck inside the swap platform. I’ll look into it and fix it as soon as I get the chance.

    For the levels, I’ve mostly been designing them based on what I need to test at the moment. Once everything feels more complete, I’m planning to release a demo with around 15 levels, and there will definitely be more vertical sections as well. I’m also considering adding things like double jump, but I’m not fully sure yet.

    My goal isn’t really to make an extremely innovative platformer, but rather to make a fun and polished platformer that has its own identity through the bark mechanic. Since this is my first game, I’m trying not to overcomplicate things and overwhelm myself during development.

    About the jump button — I just changed it to Space in the new update. It was "J" but people didn't like it. I'll give it a shot for "W" too. If I can manage it, I’d also like to make the controls fully customizable through the options menu.

    Thanks again for all the feedback! It really helps a lot.

    Edit: Stuck audio bug fixed!

  • Hey!

    I'm making a 2D precision platformer. Please try it and let me know what you think!

    https://www.construct.net/en/free-online-games/homerun-demo-72809/play

  • > When I assign a '-' value to Y, the character dies when it touches the underside of the platform.

    Then add another condition, checking that the character is above the platform. Character.Y<Platform.BBoxTop

    You can also place an invisible sprite with a smaller polygon size inside the platform and use it for collision checks.

    Thanks! Problem solved.

  • Use "Overlapping at offset" condition. X:0, Y:-2

    I also suggest changing your events like this:

    When I assign a '-' value to Y, the character dies when it touches the underside of the platform. I want the character to only die if it remains inside (stucks) the platform while the platform's collision is active. It shouldn't die or interact when touching the outside of the platform.

  • In my game, when a button is pressed, the collision for a closed platform is enabled, while the collision for an open platform is disabled. If this is triggered while my character is inside the closed platform's area, the character would get stuck.

    To prevent this, I set up a condition: if the character overlaps with the platform, kill the character. Initially, I thought this worked fine. However, in cases where two platforms are adjacent to each other, I noticed that the overlap condition rarely gets triggered when the character is running over the platforms at their junction, causing the character to die unexpectedly.

    How can I resolve this issue?

    Thanks in advance for your support!

  • Hello!

    I’m excited to share the first public test build of my challenging pixel art platformer, featuring the mischievous dog, Agro, in the lead role!

    As a solo developer, I’m still in the process of creating this game, and I would greatly appreciate your feedback on gameplay mechanics, level design, difficulty balance, visual/audio elements, and overall experience. Your insights will help shape the final version of the game, so sharing your thoughts after playing would make both me and Agro very happy.

    Thank you for being part of this journey!

    Best regards

    https://www.construct.net/en/free-online-games/homerun-72809/play

  • Better with a global variable. The local won't retain it's value so it's going to revert to false.

    I didn't know that, thank you so much <3 It's working perfectly now!

    Edit: When I used a global variable, it worked, but in cases where 'Reset global variables to default' occurs — like when the player dies or the level changes — it was being reset. Then I noticed the 'static' option, and after researching it, I found out that it allows a local variable to behave like a global one by remaining persistent. I updated it accordingly, and now it works exactly as I wanted. Thanks again!

  • Hello!

    In the Pause Menu I made for my game, I want the "Mute" button to toggle the sound on and off with each press.

    (As a system, all the buttons in the Pause Menu are grouped into a family, and each has its own instance variable. Navigation goes from top to bottom.)

    I tried using a local boolean for the toggle function, but I couldn’t get it to work correctly. It mutes the sound on the first press, but pressing it again doesn’t unmute.

    I’d really appreciate your help.

    Thank you!