Sanpo Movement Test 2023/12/31
As of 1/9/2024 a new demo is in progress with revised controls and magic spells. You can still play the old one if you want but it's harder to control.-Updated to v 1.1 - 1/1/2024 10:56 AM (7:56 PM US Central) Changelog below -- Movement test for Sanpo game. Controls are in game - works with keyboard or any ganepad. Any thoughts or feedback appreciated! Windows only for now. The controls are momentum-based and take some getting used to, but are also designed to make you think about the level shapes a more than you would with more traditional controls. Eventually I want to add the ability to cast spells (e.g. a mushroom that you can stand on, a spawnable booster pad, a slow-moving fireball you can stand on, etc.). You can use spells to help navigate the game's various levels. There are two test rooms - the one with wooden crates and the one to the left of it. ( old devlog: https://melodicambient.substack.com/p/sanpo-game-devlog-006-moving-on-from . The game structure is probably going to differ from what the post describes, though. I basically want movement that works well in compact spaces and makes even a simple-looking layout feel memorable) the main polish i think is lacking is jumping along the x axis (left-right) is prone to bumping into the edge of walls, bc of depth perception.. solution would be to secretly nudge you or somethig -- Changes v 1.1 Marker added for forward-facing wallsPolished movement (tweaked drift jump feel, drift jump speed limiter, tweaked ground-turning/breaking, adjusted bumping off walls, add very subtle hover, adjust movement physics for better compatibility with common level gaps/heights)
Melos Han-Tani 6 games· 114 ratings· portfolio 46 View creator →