Some ideas for improvement. Adding warps, springs to make you go higher, conveyer to speed you up, and tile that makes you go much faster. Making the camera more zoomed out is a idea to to allow the player to go really fast and still see where they are going.
I played the new one and I felt like some of the levels felt to much the same. I miss the big levels. It was cool not knowing when the level would end.
Hey, you again! Thanks for the comment. Did you come back just to play Corgicycle and then found it was changed, or did you somehow get a notification I changed it? I'm honestly curious, I literally updated it just today and wasn't expecting anything (evident by the fact I put off redoing the description and removing the mobile buttons).
Regardless, you got a point. I do want to do some more with the game, and I will. I just needed to solve a couple design problems first.
I was really trying to remedy the main problems it seemed new players had: nobody wanted to read a tutorial, and people wanted shorter levels to replay to get a better time.
So the first chapter is basically a 40 level long tutorial of how to ride a pogocycle, without a single word of text. I probably made it too easy, but you might like the last few races though.
I actually spent the month during the voting period creating tools to make creating races faster, so since you preferred longer levels I'll make that the theme for chapter 2. Chapter 2 can just be something like 20 obstacle courses, designed like the old levels. I really liked making those before. I just couldn't keep requiring reading before having fun, now experimentation is all that's required to learn the mechanics.
I do want to add interesting level mechanics (I was dying to add a boost pad this whole time). It's just that development will slow down as Corgicycle moves into the background, so I wanted to get out Chapter 1 sooner rather than wait for more content.
In any case, you're the only person who commented which in effect makes you this game's entire audience. So if you want something else in the game let me know!
I liked the text boxes. It was nice to read. I think the game should at least teach you how to do multiple jumps in a row to gain lots of height.
I don't feel like 40 tutorial levels is a good idea. It feels like the levels are way to the same. Instead I think like 10 would do it. When I make stuff I like to make each level have its own identity. So when the player enters it they can remember the level and with be a new experience.
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Some ideas for improvement. Adding warps, springs to make you go higher, conveyer to speed you up, and tile that makes you go much faster. Making the camera more zoomed out is a idea to to allow the player to go really fast and still see where they are going.
I played the new one and I felt like some of the levels felt to much the same. I miss the big levels. It was cool not knowing when the level would end.
Hey, you again! Thanks for the comment. Did you come back just to play Corgicycle and then found it was changed, or did you somehow get a notification I changed it? I'm honestly curious, I literally updated it just today and wasn't expecting anything (evident by the fact I put off redoing the description and removing the mobile buttons).
Regardless, you got a point. I do want to do some more with the game, and I will. I just needed to solve a couple design problems first.
I was really trying to remedy the main problems it seemed new players had: nobody wanted to read a tutorial, and people wanted shorter levels to replay to get a better time.
So the first chapter is basically a 40 level long tutorial of how to ride a pogocycle, without a single word of text. I probably made it too easy, but you might like the last few races though.
I actually spent the month during the voting period creating tools to make creating races faster, so since you preferred longer levels I'll make that the theme for chapter 2. Chapter 2 can just be something like 20 obstacle courses, designed like the old levels. I really liked making those before. I just couldn't keep requiring reading before having fun, now experimentation is all that's required to learn the mechanics.
I do want to add interesting level mechanics (I was dying to add a boost pad this whole time). It's just that development will slow down as Corgicycle moves into the background, so I wanted to get out Chapter 1 sooner rather than wait for more content.
In any case, you're the only person who commented which in effect makes you this game's entire audience. So if you want something else in the game let me know!
I liked the text boxes. It was nice to read. I think the game should at least teach you how to do multiple jumps in a row to gain lots of height.
I don't feel like 40 tutorial levels is a good idea. It feels like the levels are way to the same. Instead I think like 10 would do it. When I make stuff I like to make each level have its own identity. So when the player enters it they can remember the level and with be a new experience.
Hope this helps to make this game great!