Movement

I want there to be a distinct difference between the movement of both the character functions.

I think the ‘fire bubble’ possession in Mario Odyssey is a great reference for developing the movement mechanics of my shadows. Giving them weight and making them feel substantial can enhance the satisfaction and purposefulness of platforming. I would likely maintain a similar level of precision in platforming as found in Mario Odyssey, which is generally quite forgiving. In the fire bubble, Mario allows players a lot of leeway with their jumps, as the game smoothly adjusts the player’s position to align with the platform once the jump is initiated.

However, there is an issue observed in some levels regarding movement weight. Players have reported falling through the bottom of the puddles they jump into. I believe this bug was addressed in a later patch, but it’s something I want to ensure doesn’t occur in my game concept.

To re-imprint, the primary focus will be on the shadow movement, while the Cloak serves as a means for the sprites to interact with the world, similar to how a player uses characters to engage with a game world.


Conversely, I want the Cloak to feel much heavier as if the weight of the sprites is quite physical when they are not possessing a shadow. It’s akin to Roadhog from ‘Overwatch.’ Although he has the same base movement speed as other characters, he actually moves significantly slower than them.

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