Violet Skies
A downloadable Game for Windows
Violet Skies is a WIP 3D platformer. This a game where you play as a 6 year old girl named violet who dreams of being a wizard. You traverse the dream world collecting magical balloons to make it out of the dream!
<More to be added as this game develops.>
Download
Install instructions
Unzip the file and launch the Violet_Skies.exe
Development log
- 0.3.0Dec 29, 2022
- December '22 UpdateDec 12, 2022
- ~Hiatus and returning news~Oct 11, 2022
- Player Controls and Level 1 Nearly doneApr 23, 2022
- [0.2.0] THE BIG ONEMar 21, 2022
- Back at it! [New Character and more!]Jan 03, 2022
- Level Outlining and EnemiesNov 28, 2021
- Health Pickups/Damage/Character artNov 14, 2021
Comments
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Also, I would really like if you checked out the demo of my game "Jetman World" (working title) and gave me some feedback.
I really like the art style and I think this has a lot of potential. But the demo is still very raw, it needs some more work, even for a demo. So here are some things I think could be improved:
- When you jump you have horizontal momentum, which means you keep moving horizontally until you land again. This is realistic but it's not very good for a platformer because it gives the player less control over where the character will land. My suggestion is to add some horizontal drag when the character is in the air, so if you stop pushing the stick forward the character loses horizontal velocity, making it easier for the player to make small adjustments while in the air. Try playing some 3D platformers like mario odyssey, yooka-laylee or crash bandicoot 4 and pay close attention to what happens when you jump and stop holding the stick forward while in mid-air. The character doesn't have as much momentum (in games that require high precision platforming the character has no momentum whatsoever).
- The character has no shadow, so there's no reference on the ground as to where the character will land when you are jumping. In a 3D game it's important to have some reference. Mario 3D games, for example, have a little round shadow that's always directly underneath mario. It's not an actual shadow projected by a light, it's 'fake', but it serves the purpose of letting the player aways know where the character is in the 3D environment. EDIT: I checked the demo again and realized that the character does have a shadow, however it's an actual shadow cast by the sun, and the sun is at a very low angle, so most of the level is in the shade and you can't see the character's shadow. But even when you can see it, the fact that it's at a low angle makes it not helpful for the player to get a reference of where the character is in the 3D environment when jumping.
- I found it confusing that there was wireframe cube with an arrow right at the beginning of the level that launched me up. It didn't even launch me in the direction of the arrow (it's horizontal), it launched me upwards. To make it worse, there were trees around, so when it launched me up the leaves of the trees completely blocked my vision for a few moments. It was very confusing and felt unnecessary.
- There's a hole with a black bottom with some platforms over it. I fell in the hole and thought it would kill me but it didn't, I just got stuck in the hole and had to quit the game.
- The video you posted seemed to have more content, like enemies and more levels (or at least other parts of the level) but I after getting 3 stars I couldn't find any way to make progress.
- I like that you have a double jump, but I think the second jump could have a slightly different animation, like a spin, or a flip. Also, since she is some kind of witch or sourcerer, there could be some FX implying that she uses magic to be able to double jump.
- And of course there are some things that are still in very early stages, like moves that have no animation (like the pound and the dash).
I hope you find some of this feedback helpful. I think this can be a really good game and I look forward to see how it evolves.
A good start that could become great!
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