And this is 2d, I need to use those two d’s as much as I can! That means lots of vertical ground covered, far more than in the console counterpart. Certain level designs just aren’t possible if I keep the movement too conservative. I had it toned down much more at first, but that made Level 2 impossible in some parts. Well, yes, the wall jump probably seems to powerful in this level.
Wall jump / jump is too powerful / not realistic enough
Basically, enemies slow the player down, I know that most people want to keep moving on big sections. There will be some sections with enemies (like, mini-levels), if I can get the balance right and keep it fun. I’ll try to address things that I’m not changing, or won’t add until the final game (most likely, at least) here: Jump right before you hit it (or go too high from a wall climb)Ĭriticism and responses: there has been a ton of aspects of the game that have been tweaked to address some criticism. To anyone having problems with high jumping from ledges: Update: Just added a timer, lets see those scores! Finish the level to store best time.
We’re still a week or two away from full launch, but I’d like to get as much feedback about the beta as possible, so if you find anything glitching out, or anything you’d like to comment on, just comment this post. I made a post about it in the forum a few days ago, but it looks like the news is out, so here’s the official post about it. Brad Borne and Electronic Arts are partnering up for the release of Mirror’s Edge 2D!