Posts | ||
---|---|---|
Parkour Cat [iOS & Android] [FREE] | Locked | |
Thread Options | ||
May 1 2015 Anchor | ||
Im happy to share with you my fellow community the launch of my first game for mobile. Thanks to all that have been there helping with issues or giving advices. If you find any issues or have any ideas of what could be improved it will be strongly appreciated! Parkour Cat is a Cartoonish Mobile Game where you will play as an adventurer Cat that .... well... Does Parkour! It will be running between roofs and gaining more and more speed by time!Make sure not to fall from that height, the floor is really far away and not all the cats born with 9 lives with them!The mechanics and controls are very simple, just tap on screen to Jump or Double Jump on the air, calculate the correct moment to jump in order to fall correctly in the next structure! # iOS AppStore:Itunes.apple.com # Android PlayStore:Play.google.com Edited by: joraanpe |
||
May 1 2015 Anchor | ||
I gave it a try for a few minutes. Here are my first impressions: The initial load time was terrible. I'm not sure why, but after the splash screen, the screen turned black for well over a minute before the main menu appeared. Subsequent attempts at opening the game haven't reproduced the issue—the game started up just fine after the first time. (I was on Android. On a Samsung Galaxy Note 3 running Lollipop.) The game itself has potential. I like that there is a variety of obstacles to jump on and over. They all seem to fit within the game world. The mechanics are obvious and quickly accessible: jump or fall off and lose. The double jump physics seem inconsistent. There were times that I couldn't double jump at all. Other times that the second jump would launch me to the top of the screen—much higher than seemed normal. Most of the time, though, it seemed to work as expected. Normally, for a game where you're running and have to react to upcoming obstacles, having the phone in landscape orientation (sideways) works better so you have more time to see what's coming. There were many times that I didn't have time to properly react to where I was going to have to land next because my next obstacle wasn't onscreen at the time I needed to jump. On the rooftop with the door and air conditioning unit, I was surprised to see the doorway wasn't something I could stand on. It has the same color scheme as the rest of the rooftop, but is non-collidable. It should probably either be colored differently to make it obvious that it's not something you can land on, or be removed entirely. The roll after landing from a long fall is a nice touch and looks good, but it can't be interrupted. If I land in a way where I need to jump again quickly, but go into a roll, there's nothing I can do until the roll is finished—usually putting me right into the side of a building. The climbing mechanic seems buggy. If I hit the side of a building or chimney that I'm supposed to be able to climb, spamming jumps will send me quickly to the top of the screen. It's a good start, though. Some more polish and this could be really fun. |
||
May 4 2015 Anchor | ||
Woah, really REALLY appreciate such a nice, detailed, honest and kind feedback, its very nutritive, thanks mate. The only weird thing i found was the rolling issue... its supposed to be stoppable , you can jump anytime while rolling, or at least it has shown to work like that on the different tested devices and simulators, ill try to figure out possible reasons Hope you are great, take care mate! Edited by: joraanpe |
Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.