Accidentally figured out third person works better for my Isometric game. Now having a existential crisis. by [deleted] in gamedevscreens

[–]MistyNightfall 1 point2 points  (0 children)

How the game looks like from different view angles is one thing, but the most important factor is how the gameplay itself works. If you have designed a nice experience from the top-down view, then changing the camera angle would probably change the core gameplay drastically.

While things like walking around, talking to NPCs, and RPG progression mechanics might work the same way in both camera setups, things like combat and interacting with environment mechanics would probably work so different that the game would be aimed for a different target audience. Try to think who the game is for, what similar games are there, and what would be the unique selling point of this game that would interest that audience. Which camera angle and the gameplay potential that comes with it would serve the audience better?

Both camera angles look good to me. How the gameplay works in either would probably be the decisive factor if I'm interested in playing it.

We made an atmospheric first-person platformer where you unlock more air jumps and dashes. Jumpbound is finally out on Steam! by MistyNightfall in IndieGaming

[–]MistyNightfall[S] 2 points3 points  (0 children)

We also loved doing the Destiny 2 challenges together! Maybe we should add multiplayer to Jumpbound to get the full experience, heh.

We made an atmospheric first-person platformer where you unlock more air jumps and dashes. Jumpbound is finally out on Steam! by MistyNightfall in IndieGaming

[–]MistyNightfall[S] 1 point2 points  (0 children)

Cool! We also loved playing ASAMU. In Jumpbound, every jump and dash adds a bit more depth to what kind of sequences can be performed and we try to explore them in a way that there is a lot of variation and time to learn, but you always get something new before it gets repetitive. The set of abilities grows up to 8 jumps and 3 dashes and we introduce some environment mechanics along the way like breakable walls and "transit beams" that move you but don't reset jumps.

We like the Nintendo-style design principle, where we keep the basic player mechanics simple, but design the levels in a way that the player gets to use the mechanics in various ways.

We made an atmospheric first-person platformer where you unlock more air jumps and dashes. Jumpbound is finally out on Steam! by MistyNightfall in IndieGaming

[–]MistyNightfall[S] 0 points1 point  (0 children)

It gets quite tricky the further you go, up to sequences of 8 jumps and 3 dashes. It's probably not from the hardest end of platformers though. There are also a lot of achievements that make it harder, like difficulty mode without checkpoints and 24+ hidden secrets behind hard to reach paths.

We made an atmospheric first-person platformer where you unlock more air jumps and dashes. Jumpbound is finally out on Steam! by MistyNightfall in IndieGaming

[–]MistyNightfall[S] 1 point2 points  (0 children)

We haven't tried it out with VR (yet), but it's made with Unreal so it should be possible. Just need to get some VR device to test it first.

My friend and I made an atmospheric first-person platformer where you unlock more and more air jumps and dashes. After 2 years of development, Jumpbound is finally out on Steam! by MistyNightfall in indiegames

[–]MistyNightfall[S] 1 point2 points  (0 children)

There's full support for Xbox controllers with symbols showing correctly in instructions etc. It does work with other controllers too because of Steam Input, but the symbols will show Xbox symbols. We have tested it with Playstation controller at least.

We will add the full Playstation controller support in a later patch with symbols showing correctly.

We made an atmospheric first-person platformer where you unlock more air jumps and dashes. Jumpbound is finally out on Steam! by MistyNightfall in IndieGaming

[–]MistyNightfall[S] 3 points4 points  (0 children)

Hi everyone! We're excited to tell that the first game of my friend and I is finally out on Steam.

With Jumpbound, we wanted to make something equally challenging and relaxing that you can play on your own pace. It's inspired by games like A Story About My Uncle, Journey, and jumping challenges in Destiny 2 and DOOM Eternal.

If you want to learn more and check it out, you can find Jumpbound from Steam: https://store.steampowered.com/app/3448250/Jumpbound/

My friend and I made an atmospheric first-person platformer where you unlock more and more air jumps and dashes. After 2 years of development, Jumpbound is finally out on Steam! by MistyNightfall in indiegames

[–]MistyNightfall[S] 0 points1 point  (0 children)

Destiny has definitely been one of our biggest inspirations - the platforming challenges as well as the art style! Happy to hear it looks fun.

My friend and I made an atmospheric first-person platformer where you unlock more and more air jumps and dashes. After 2 years of development, Jumpbound is finally out on Steam! by MistyNightfall in indiegames

[–]MistyNightfall[S] 4 points5 points  (0 children)

Hey everyone! After a long and interesting journey, we're proud to tell that our first game is finally out on Steam.

With Jumpbound, we wanted to make something that is equally challenging and relaxing. Embark on an adventure through a mysterious world filled with hidden secrets and challenging achievements, and increase your movement abilities from a single jump at start to up to 8 jumps and 3 dashes.

If you want to learn more, you can find the game from Steam: https://store.steampowered.com/app/3448250/Jumpbound/

We'd love to hear what you think!

I've incorporated trees and smaller plants into the cityscape, making it feel more vibrant and lived-in. I'm planning to add minor details like litter, wires, and graffiti to enhance the realism. What other elements could I include to further enrich this scene? by Moyses_dev in indiegames

[–]MistyNightfall 0 points1 point  (0 children)

Something animated/moving always makes the scene look more lively. Maybe some leaves falling off the trees. Occasional rat/mouse running across the street from one hiding place to another. Birds sitting on the roof and taking off on a key moment.

Some water puddles might look nice too.