NEON (Godot)
A downloadable game for Windows
Controls:
Action | PS | Xbox | Keyboard |
Move | Left Stick | Left Stick | A/D |
Jump | X | A | Space |
Dash | Square | X | ArrowKey Down / Enter |
Respawn | Menu | Start | Backspace |
Menu | Share | Options | ESC |
Color to Pink | L2 | LT | ArrowKey Left |
Color to Yellow | L1 / R1 | LB / RB | ArrowKey Up |
Color to Green | R2 | RT | ArrowKey Right |
Reset Resolution in Settings Menu | --- | --- | CTRL + R |
Level Editor Controls:
Action | Keyboard |
Move | W,A,S,D |
Place Tile | LMB |
Remove Tile | RMB (only selected tile type) |
Zoom In/Out | Mouse Wheel up / down |
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Changelog:
0.13.1
- Visuals
- trail added
- Controls adjusted for browser
- instead of changing color by pressing triggers for pink/green, the color change is changed by pressing the buttons above triggers.
- to change color to yellow, press Circle / B / ArrowKey Up (PS, XBox, MKB)
- Level Editor:
- an experimental Copy/Paste feature has been added. Select an area and CTRL+C / CTRL+V it.
- Currently, only the concrete layer is affected by this feature.
- An area can be cleared by selecting it and CTRL+DELETE it.
known bugs:
- player might get stuck on a platform when changing to platform's color if the player is in between top and bottom border of the platform
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0.12.0:
- UI fixes in Level Editor
- Saving and Loading of levels should now be easier
- color scheme changed to match old CRT TVs (SMPTE color scheme is used)
known bugs:
- due to currently working on the editor, a selection button has been added that is currently useless :D
- player might get stuck on a platform when changing to platform's color if the player is in between top and bottom border of the platform
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0.10.2:
- Resolution Settings implemented -> outside of window mode
- Zooming (Camera Scaling) implemented
- Tidied up the level editor
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The game contains three tutorial levels and can be expanded by custom levels that are created in the level editor or imported to the %appdata%/Godot/app_userdata/Neon folder (must be a .neon file)
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.neon Files are levels
To add them to your game, simply move the file to your %appdata%/Godot/app_userdata/Neon folder.
Afterwards, the level can be found ingame in the Custom Levels selection.
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Known Bugs:
Restarting a game might set your Personal Best Time to 0:00.00.
Work-Around:
Go to %appdata%/Godot/app_userdata/Neon and delete [LevelName].save file to reset your Personal Best Time to -:--.--
Status | In development |
Platforms | Windows |
Author | Nameless Interactive |
Genre | Platformer |
Comments
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So, I will say the platforming itself (jumping, dash, move speed, etc) feels amazing, and the level design of the pack is great.
My main issue is the color switching often becomes extremely confusing for a beginner. There have been multiple times where I would be at the top of a section and fall back quite a bit because I forget which key is which color.
Another small issue is there should be a camera zoom setting, as on my 1920x1080 monitor the game is extremely small
Onto my recommendations, I would start with 2 colors, teach the player those, and then after the player becomes familiar with those, incorporate the third color. I would also recommend allowing keys to be rebound, as enter is a far reach to be able to properly recenter mid jump in order to change colors.
Overall the game is great! Good work so far, I hope to see more good things come of this as you have a really good base.
Hey there :)
Thank you for the feedback!
Those are really good ideas. I guess my head is too far into developing the game that I didn't realise players could get frustrated by the color switching and the key binding.
The resolution will be adjustable, together with advanced sound settings and - in the end - key bindings.
Once again, thank you for the feedback and your kind words 😊
Happy holidays 😇
No problem, I've had the exact same problems when handing games to my friends/relatives and they cannot figure them out, I'd recommend periodically either posting new builds, or giving copies to friends.
Also, the way I've handled it is like this, have 3 skill levels of friends:
One that would play the game/receive updates often enough to become relatively good at it, that can essentially "speedrun" the game,
One that doesn't play it as often, and is a moderate skill level, for example, someone who can make it to the end of the game with little issue
and finally one that rarely ever gets builds, as more of a casual level, that way they do not get adjusted to the difficulty as the other two would, and would be able to provide almost an outside look on the mechanics/controls of the game if you make changes
examples of builds i may give out to each skill level
High skill: xp rates change, puzzles tweaked, movement speed tweaked
Medium skill: new level added, new puzzle type (timed doors, switch puzzles, etc), major movement changes (double jump, second dash, wall jump, etc)
Low skill: new episode/act created, major previous level revisions (changing puzzles/flow of an existing level), and any major ui/menu changes
That's a really good strategy to get the game playtested properly with really good feedback :)
By the way: I implemented some of your ideas such as camera zooming and another key for dashing (ArrowKey down).