3D Platformer Early Test Build
A downloadable test for Windows
This is a very early test build. I highly suggest you to play with a controller. There also isn't much to do and probably some glitches lol
Default controls:
Keyboard:
- WASD - Move
- Q - Duck
- Space - Jump
- RightControl - Attack, Action
- RightShift - Run
- Arrowkeys = Move camera
- Tab - Freelook
- Alt - Rotate camera behind player
- Run, crouch, then jump - Longjump
- Jumping while holding onto a wall - Wall jump
Controller:
- Left stick - Move
- L2 - Duck
- A - Jump
- X - Attack, Action
- R2 - Run
- Right Stick - Move camera
- R1 - Freelook
- R3 - Rotate camera behind player
- Run, crouch, then jump - Longjump
- Jumping while holding onto a wall - Wall jump
You CANNOT go through warps yet, its just the single area ATM.
Please comment to provide feedback. Thank you.
Updated | 5 hours ago |
Published | 8 days ago |
Status | Prototype |
Platforms | Windows |
Author | ItsMirror |
Genre | Platformer |
Download
Download
3DPlatformer 1.62 (Long Jumps v3).rar 25 MB
Install instructions
Download, unzip rar, and run
Comments
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I've been following you ever since I played your mirror game, just wanted to say your work is cool and I'm rooting for you! Good luck
Thank you. I've been worried from starting from scratch again, but I do believe this will be for the better.
Made a video
I’m always interested in new 3D platformers, especially sandboxes and open worlds; they’re literally my favorite genre. If I had the skills needed to work in 3D, I would be making basically nothing but them. If you need any additional feedback, advice, or anything else I can help with in the future, please feel free to contact me directly. Great job on this! Can’t wait to see more!
Thank you for the feedback! I'm very glad you've written such a large and thoughtful list of feedback points.
I'll add a check for if the player is far enough or out of camera and double the enemy respawn time, as those are good points to reduce feeling overwhelmed.
For the roll - I'll give it some horizontal movement to allow for better control.
Ledge grabbing is down in the to-do list. I just haven't gotten around to it. Same with having the camera snap behind the player.
I might make the posts a bit larger in diameter in general, people have had trouble hitting them and I already made the hitboxes larger. I think guiding the player to trying out things might be a better idea.
About signposting - I wanted to make the player feel rewarded in discovering new things as a kinda puzzle problem solving mentality.
Giving the player Iframes while having fall damage is a good idea as I watched a friend play and they landed on enemy while falling and got hit twice basically instantly, which I feel is unfair.
For sound - I'll try and make sure they are mixed right down the line as at the moment everything is kinda everywhere since its so early in dev. The 3D sound on the collectibles is highest priority right now though.
Thank you so much for sharing an early build!
I've been following the progress on bluesky with much interest. Played it on my Steam Deck (works wonderfully) and having a lot of fun.
First thing I noticed was that the camera position was snapping pretty nicely for the most part in platforming spots but in the wider "flat" areas it would mostly just be facing the character and not give much visibility on where I'm going. A button to reset the camera to snap behind would be nice in the areas where the camera can be freely rotated.
That's all I can think of right now.
It has so much charm and personality, so keep up the great work.
Thank you for giving it a try and suggesting feedback!
For the camera I plan to both add a button (possibly R3) that sets the camera behind the player when held down. I also plan to make rotating the camera faster when using the rightmost stick as its something many wanted.
I also want to add a toggle that turns the auto cam on/off, as I know that'll be a point some will be divided on.
As for the brush - it's not suppose to be reachable yet, but I have seen people glitch their way up there.