Comments

Log in with itch.io to leave a comment.

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.

(+1)

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?

(+1)

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?