Really cute demo, can't wait to see how it turns out! I did have to lower the render distance a bit cause the camera movement was laggy (my old-ish computer can't handle too much), but other than that everything was great
I love the style so much, and being 'little blue'. Whatever the little hopping shrimp guys were on the beach they're super cute. Others have mentioned most of the issues I had (the camera, jumping when going through doorways; though I thought this was blue doing push-ups of excitement) Would love to play more. Thank you for sharing. <3
This is a really cute little world! I figured out the mouse movement to see around things a little better, but did a couple of times get myself angled weird to the character's movement grid. Which was fine! I got the hang of it. Anyway: shrimp?! <3
A bug I also forgot to mention, (that you probably already know), is that Little Blue jumps once or twice every time you enter or exit a building and causes a bit of a hang
Being able to jump over entire buildings seems more like a feature than a bug lmao, and has the potential to create some funny little lore about little blue further in the game.
It runs really well! The only problem is that with those kinds of camera controls you can't actually see what's happening in a small space, the walls block the camera.
I don't know which version of a game maker you're using but I'm sure there's some coding floating somewhere to make walls between the player and camera invisible?
Hi Disteerily, thank you for commenting! Were you able to move the camera with the mouse? Putting it directly above the player can make hallways a little more tolerable, but I agree I need to mess with the view in small spaces.
I was actually just using Q and E to rotate the camera! I didn't realize there was a little guy who told you the controls until just now, I thought they all said "test" so I didn't realize I could use the mouse at all; it's not a very common thing to do in RPG maker-like games like this.
With the controls being so close together on the keyboard could I suggest a change to the layout if it's possible, to make it more streamlined?
With the use of the mouse to move the camera, I don't think Q and E would be needed at all for camera movement; jump could more easily be accessible with WASD if it were the spacebar; E being interact; right click being cancel, and Q being the menu. The spacebar or E also being an accept button for the menu screen would also work with this layout.
Like this:
Q - Open/Close Menu
E - Interact / Accept
WASD - Move
Spacebar - Jump
Mouse - Camera
Right Click - Cancel
Having all the buttons right under WASD doesn't seem very intuitive for a single hand, and an opening button introduction screen as soon as you start a new game seems more user friendly than on one of the test buddies, if that makes sense?
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Really cute demo, can't wait to see how it turns out! I did have to lower the render distance a bit cause the camera movement was laggy (my old-ish computer can't handle too much), but other than that everything was great
The visuals and music are amazing! Excited to see more
I love the style so much, and being 'little blue'. Whatever the little hopping shrimp guys were on the beach they're super cute. Others have mentioned most of the issues I had (the camera, jumping when going through doorways; though I thought this was blue doing push-ups of excitement) Would love to play more. Thank you for sharing. <3
Very cute little game! Bit easy to get stuck on some of the walls but overall a very soothing experience
This is a really cute little world! I figured out the mouse movement to see around things a little better, but did a couple of times get myself angled weird to the character's movement grid. Which was fine! I got the hang of it. Anyway: shrimp?! <3
A bug I also forgot to mention, (that you probably already know), is that Little Blue jumps once or twice every time you enter or exit a building and causes a bit of a hang
Being able to jump over entire buildings seems more like a feature than a bug lmao, and has the potential to create some funny little lore about little blue further in the game.
It runs really well! The only problem is that with those kinds of camera controls you can't actually see what's happening in a small space, the walls block the camera.
I don't know which version of a game maker you're using but I'm sure there's some coding floating somewhere to make walls between the player and camera invisible?
Hi Disteerily, thank you for commenting! Were you able to move the camera with the mouse? Putting it directly above the player can make hallways a little more tolerable, but I agree I need to mess with the view in small spaces.
I was actually just using Q and E to rotate the camera! I didn't realize there was a little guy who told you the controls until just now, I thought they all said "test" so I didn't realize I could use the mouse at all; it's not a very common thing to do in RPG maker-like games like this.
With the controls being so close together on the keyboard could I suggest a change to the layout if it's possible, to make it more streamlined?
With the use of the mouse to move the camera, I don't think Q and E would be needed at all for camera movement; jump could more easily be accessible with WASD if it were the spacebar; E being interact; right click being cancel, and Q being the menu. The spacebar or E also being an accept button for the menu screen would also work with this layout.
Like this:
Q - Open/Close Menu
E - Interact / Accept
WASD - Move
Spacebar - Jump
Mouse - Camera
Right Click - Cancel
Having all the buttons right under WASD doesn't seem very intuitive for a single hand, and an opening button introduction screen as soon as you start a new game seems more user friendly than on one of the test buddies, if that makes sense?