lexyeevee

troublesome fox girl

hello i like to make video games and stuff and also have a good time on the computer. look @ my pinned for some of the video games and things. sometimes i am horny on @squishfox



i added this ages ago and almost forgot about it

the idea was that you could hit down+jump just as you landed to do a higher jump (4 tiles instead of 3) that goes straight up (no air control until the peak). it gives you another movement option and also emphasizes that lexy is, well, rubber. so she oughta bounce, right

this was inspired by both a game ash worked on but never finished that had a similar move, and at least one castlevania where one of your moves is to launch straight up until you hit a ceiling, which is pretty fuckin cool

unfortunately i decided this was a bad idea about 3 seconds after implementing it. the problem is that it effectively just changes your standard jump height to 4 tiles, except actually jumping that high becomes more annoying. and it is kind of bad for jumping to be annoying in a platformer. it also makes every other lexy specifically worse at jumping, unless i just give them 4-tile jumps, in which case the bounce jump is now not impressive at all. and both of these things have highly inconvenient implications for level design as well.

it also doesn't even feel that cool! some visual effects could help, but jumping ⅓ higher doesn't exactly launch you, so it doesn't feel especially springy either.

however: someone on discord has suggested that i squirrel this behind a held item, which might be a really good idea. then i can also make the jump even higher without fucking the whole game up, since it'll only work in certain places.

(i need more held items anyway; i've put the mechanic kind of front and center, so i better justify it with more than just a cardboard box. i'm a little worried about the "no littering" rule, which means that if you have an item in your inventory, you can't put it down unless you find a place to put it. the cardboard box is an exception because its entire function is to be placed, but the burr takes advantage of this by simply doing nothing. i hope the rule turns out to be more interesting than irritating!)

by the way, the code for this is actually in the demo, and it's not locked behind a treasure or anything; it only happens to not work because of a subtle api change i made some time ago


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in reply to @lexyeevee's post:

maybe a little hand-pump that gives her just that little bit of inflation needed for extra bounce. the "down" is metaphorically pumping on the handle.

possible drawback is that "inflation" is, in lexy's context, its own whole thing

well i'm glad i have surpassed student levels lmao

ideas are relatively easy to come by. hard part is figuring out which ones are secretly very bad

(harder part is making them good again)

There is, I think, something potentially useful to the "jump straight up" part for cancelling horizontal momentum, though the uses that come to mind for it are all Difficult Platformer scenarios, rather than puzzle platformer ones.

tbh the main reason was to make it less useful — lexy's horizontal jump is already a teeny bit preposterous, and if you could jump like this at full speed you could soar across the sky

Right, but then if you have a vertical jump through a spiky corridor.

It becomes pretty situational on any event, which does make the held item a better choice.

I've not really made any platformer jumps to write home about yet. Both of the ones I can think of were competent enough, but not special as such.

When you said the clunky control for getting the 4-jump, I did immediately think it would be a bad idea, and I'm glad you came to the same conclusion straight away. It reminds me of all sorts of tricky controls in platformers; e.g. I bounced off Celeste hard once it started requiring hyperdashing or whatever it was called. If you want to make action platformers that test the player's timing and reflexes, you can include tricky controls like that, but it seems your goal is more a chill puzzly platformer.