A training room to toy around with Hop could be a nice feature, even though that's more or less what world 1 is already.
I don't think there is an issue with the hitboxes either, on the contrary I think the game is very precise and responsive (nothing like the original game which had collision issues).
The overall difficulty of the game is good, up to world 5 where you went overboard imo. Some people may also have a hard time with boss 4.
In the end I think what will repel most new players, and where the real difficulty of the game lies, is the fact that you have a limited number of lives and that you lose your progress when you game-over. This old school aspect is very unusual nowadays, where hard games tend to give you infinite lives and raise the difficulty to the ceiling, on short segments and close together save points.
There is nothing wrong with the solution you went for, but it requires fine tuning (i.e. a lot of test play) to make it an enjoyable experience. Honestly, you did a great job balancing the game on your own so far.
Keep on the great work, can't wait to see what's next!
Hop! 2D : a simple yet not-all-that-easy 2D platformer with 2 control keys !
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Thank you, GNU, you have already brought much to the game, and I know you know what an original arcade game is ! You're right when you say nowaday's video games are mainly about short games with lots of lives and restart from any level already unlocked. Seems likes people have absolutely no time for anything today ! Hop!2D would be really easy to adapt to cell phones (low resolution, very few controls) but the more I think about it, the more I wonder if people would be patient enough to play a whole world. One more reflexion to have, I guess...
Talking about training system, I'm not sure of anything right now. I'm quite happy with HELP menu (I tried to get the right balance between completeness and concision) but I understand some players need something more dynamic. I often said world 1 was already designed as a training world and I still believe it. I may add some indications to help the player but the main thing is about handling Hop's movements and jumps. Some complains I had were about depleting energy. It seems some players are not comfortable with it even in the first levels, they don't feel they're actually training with the threat of losing a life.
If I happen to design a "real" training level, I'd like to make it more interactive : for example, a door to next section of the level opens only if the player has completed the current goal (move left and right, accelerate, reach a platform, jump over an obstacle, etc.). And of course, nothing about energy, enemy or more advanced mechanisms, just the basics. I admit I had Portal in mind while building the game, I liked the idea of a tutorial included into the game itself.
One last thing about hitboxes : I have already modified most of them in the incoming BETA 21 version but the main goal was not to make the game much easier than it is. Just to make it less "touchy" in some tight situations where pixel-precision was not really needed. From what I have tested, changes are not huge but the feeling of a close call instead of a "game over" may be the one reason for some players to stick to the game. Nothing is changed for Hop, modifications are about everything else.
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Sosasees the last level i could complete so far was the vertical level after 'easy money' i believe it was called.
this level is Central Well. i was stuck there before.
i played again (Beta 20) — now the Spike collision feels fair, so i got up to Starcross's Lair and i feel like i can go further just playing again.
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Sosasees
Obviously, you got used to Hop!2D's gameplay because hitbox sizes are still the same and will be reduced only in BETA 21 ! Anyway, glad to know you made your way to the 2nd boss. I suppose you beat it if world 3 now appears among your unlocked worlds. Teleporters and unlockable laser gates await you there, good luck !
I will add your name to next beta's testers list.
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Another reflexion about making Hop!2D easier...
So far, when you meet a boss, you try to bring its energy down to zero to complete a world and unlock the next one. But if you lose a life against him, the boss has recovered all his energy when you restart the level.
I was wondering if I should keep only his remaining energy when restarting the level. That way, if you lose several lives in the battle but manage to hit him, the boss gets weeker and weeker and it gives the player a better chance to succeed and unlock another world.
Some players think it is too punishing to restart a whole world (10 levels) if they have a hard time with a boss.
What do you think about it ?
It would obviously make things easier. I would need to have encountered every boss in the game to have on opinion on that though.
I'm currently waiting for the next beta and possible nerfs to get back to it. Meanwhile I thought of uploading this old playthrough of HOP!, brought back memories:
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Wow, I didn't know you recorded a whole game avec the first version of Hop, well done !
Latest news of Hop! 2D, beta 21 version should be available next week and I can confirm several new features of the game
- the most recent trajectory points of Hop will be visible on screen to add some juice to the game without beeing too overwhelming for the player
- an new training mode will allow to play the first levels of the game without losing any energy
- the energy loss of all bosses will be saved if you need to restart the level
- a whole new boss will await you !
More surprises to come !
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Hello everyone !
Here is Hop!2D's new beta 21 version ! (links and details updated in the 1st post)
Hop!2D beta 21 (french/english latest WIP version, 82% done)
- download Hop!2D beta 21 (Windows/Linux/macOS)
- play Hop!2D beta 21 online (itch.io, not from mobile phone)
BETA 21 is another big update with a new training mode (unlimited energy for the first levels of the game), a new boss, new levels, boss damage saving, many visible improvements and much work on enemy codes. If progress goes on as I expect, the complete version of the game will be ready by the end of the year and future releases will only deal with possible remaining bugs.
More detail below...
main menu with TRAINING (ENTRAINEMENT in french) choice added
new TRAINING MODE (infinite energy, limited to the first 9 levels)
INITIAL WORLD (MONDE INITIAL in french) menu with 1 more world... if you go far enough !
new functional boss !
same boss with its shield closed
changelog
- 4 new playable levels
- new training mode with unlimited energy
- detection boxes modified (slightly smaller for enemies/hazards, bigger for bonuses)
- 1 new boss
- 1 new type of enemy
- 1 new mechanism
- secret codes review
- boss code rewritten with damage saved if restarting the level
- 1 boss modified
- 1 enemy behavior modified
- visible Hop's trajectory
- CODE choice added in CONTINUE menu
- HELP menu extended
- post-victory level on progress !
- many levels modified (lower difficulty, scenery, issues)
- visual effects added (menus, enemies)
- sounds adjustments (volume, range)
- some sprites redrawn
- better english translation
- new thanks
- new functionalities in developer mode
- minor interface modifications
bugs fixed
- always restart in world 1 if "introduction" selected after "other world" in continue menu
- 2D sounds for boss 3
- boss 5 projectile grow speed no more linked to FPS
- some sounds stopped in mute mode (presentation, godotron, reptis)
- lighter blue color for teleporters/switches/lasers
- small visual fixes
- forgotten thanks added
coming up
- new regular, secret and boss levels !
- new types of enemies
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Big test today for Hop!2D !
I recorded a whole game of the work-in-progress BETA 22 version (from level 1 to the current last working level) to look for remaining bugs and it took me almost an hour and a half to finally see the "thanks for playing" screen ! I guess most players won't be patient enough to play Hop! 2D this way (they can restart from any already explored world anyway) but I have now a more accurate clue about its world : it's big enough ! (I did not explore secret worlds in this game).
85% of the work is done, the rest is just a question a time and testing (by the way, all new beta testers are welcome !).
1h30? That sounds like 100 stages!
I'll come back with more feedback when I have more time, can't wait to see the new content.
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GNU
Great !
I won't tell you the right number, you will have to find out by yourself !
Anyway, this video recording was really useful in many ways (a few minor bugs spotted, some needed energy bonuses added, new reference world times, ideas for the remaining levels to build). It also showed me XBox Bar is not the best solution to record replays, I always get sound issues with long videos. I completely forgot I had OBS Studio, which seems to work much better in comparison, I'll switch to it for future videos.
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Hello everyone !
beta 22 version of Hop! 2D is out ! (links and details updated in the 1st post)
Hop!2D beta 22 (french/english latest WIP version, 85% done)
- download Hop!2D beta 22 (Windows/Linux/macOS)
- play Hop!2D beta 22 online (itch.io, not from mobile phone)
For this new beta, I switched to Godot 3.5 and will use some of its features in future versions. Some (quite unexpected) bugs were spotted thanks to feedback I had about beta 21 version, obvious changes were made (Hop's ship is visible at the end of each world, tip arrows now move) and, of course, new levels were added. By the way, you can now reach a new secret world if you look in crannies and nooks...
More detail below...
Hop's spaceship
moving tip arrows
dead boss
changelog
- switch to Godot 3.5
- 3 new playable levels (84 in total)
- many levels reworked
- access to a new secret world functional
- Hop's spaceship visible at the beginning of each world
- new visual effects (moving arrows)
- "boss key" assignment changed (shift key)
- code modified and longer hurt state for bosses
- hazard collision masks reduced (lasers)
- complete bonus review
- many sprites reworked and new ones (reinforcements, scenery)
- additional sound effects (fire, moving platforms, idol)
- minor display modifications
- sound adjustments
- new thanks
- new functionalities in developer mode
bugs fixed
- no crash if Hop dies after boss 7 dies
- boss 5 attack now functional
- death of boss 2 corrected (frame, shock)
- Hop's mood modified in CONTINUE menu
- Hop's high ranks corrected
- signal translated into english in level 5
- minor scenery fixes
coming up
- new regular, secret and boss levels !
- new types of enemies
Hi !
Some news about Hop 2D's developpement... All is going well (BETA 23 will be available by the end of september and it will be a massive update) and I wanted to show you 2 new enemies of Hop. The first one uses camouflage to look like a block and unfolds when Hop gets near and the second one is a Hop-looking robotic boss.
Compared to the BETA 22 version, 1 secret world is now complete and 4 new levels are already working but I hope to build some more by the end of the month. for those who like numbers, here are some :
- 88% of planned levels are built and working
- 80% of planned levels are fixed and won't be modified
- 2 enemies and 3 bosses are still to be made
- considering my own best times, completing all existing worlds and levels takes me more than 1 hour
- I really hope to release the final version of the game by the end of 2022
See you soon !
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BETA 23 is on the way and will be out on the 25th of september. I'm currently polishing some details but I took some time to record a new demo which now covers both world 1 and world 2. A trailer will follow soon. Enjoy !
One extra option may come with future versions of the game : loading a saved game from the end of any explored level.
What do you think about it ? Do you think it is necessary ? Will this bring you to the game if you don't feel like restarting a whole world to go further in your quest ?
I'm all ears...
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Asthalis This will have the same effect as removing lives altogether. Personally, I think it's needed. I mean, when you look at modern games that try to feel "retro", they usually remove the life system in normal mode, while providing an old-school mode with lives involved. These options are kind of a standard nowadays since most players don't have the patience to go through the same thing again and again. Not to mention that it will allow more experimentation. Examples include "Streets of Rage 4" & "Crash Bandicoot 4: It's About Time".
However, I saw that you provided a practice mode already... I haven't tried it myself, but you might want to consider how it plays out along with the rest of the modes (i.e. with lives, or with no lives). Remember, having too many modes that are very similar could confuse players. So end note: make things concise and clear for the player.
(Btw, I checked out World 1 and half of World 2, and I'm planning to "officially" try all the levels available in the upcoming BETA 23... I'll be looking forward to it!)
Thanks for your message and tips !
The practice mode is limited to the 9 first levels of the game (so no encounter with an enemy or a boss), I thought of it as a first step for the player To handle Hop's jumps.
The saving system I intend to add to future versions will allow to save a game after any level is completed. I think I will get back to 3 lives instead of 5 currently.
This way, some players won't be bored or discouraged anymore starting the same séries of levels over and over.
Beta 23 will hopefully be out next sunday but work has already begun for beta 24.
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Hello everyone !
beta 23 version of Hop! 2D is out ! (links and details updated in the 1st post)
Hop!2D beta 23 (french/english latest WIP version, 90% done)
- download Hop!2D beta 23 (Windows/Linux/macOS)
- play Hop!2D beta 23 online (itch.io, not from mobile phone)
In this new update, most of the work is about new levels and linked features (6 new levels, 1 secret world now complete, 1 new boss, 1 new enemy type). I also did some polishing in the code and I think that 80% of already built levels won't change anymore. Among obvious modifications, lifebars look a bit different (kind of "Starcraft-like") and there is now a laser state visual reminder to ease the player's progress in large levels. Developer mode has been improved as well to speed up testing.
more detail below...
new lifebar
laser state reminder
changelog
- use of unique nodes (Godot 3.5 new functionality)
- 6 new playable levels (90% of the final game)
- 1 secret world complete
- many levels modified (80% fixed)
- 1 new boss
- 1 new type of enemy
- 2 enemy behaviors extended
- computer screens added and improved
- coins removed in training mode (useless !)
- lifebars with unique variable color
- laser state visual reminder added
- some elements brought to foreground
- experience rounded up to the next %
- 2D sounds for fans
- "boss key" assignment changed (ctrl key)
- 2D camera always active (scrolling)
- HELP menu overhaul (text, animation)
- some scene files renamed and reorganised
- some sprites reworked or grouped (moving platforms, scenery)
- ASTHALIS's times updated (world 4)
- experience calculus readjusted
- minor UI (language reminder) and scenery modifications
- new functionalities in developer mode
- new thanks
- useless files deleted
bugs fixed
- no crash if Hop dies after boss 7 dies
- boss 5 attack now functional
- death of boss 2 corrected (frame, shock)
- Hop's mood modified in CONTINUE menu
- Hop's high ranks corrected
- signal translated into english in level 5
- minor scenery fixes
coming up
- extra per-level game saving system
- new regular, secret and boss levels !
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A little progress overview...
In the next version of the game (BETA 24), an additional game saving option will be available at the end of each level. It is not implemented yet but here's what the new level stats screen (where you can choose to start next level or previously save your game) will look like :
A new GAME menu will allow the player to load a saved game, as well as the 2 other ways to play the game (choose a starting world among unlocked ones or use a secret code found in its levels) :
Next version will be available on the 30th of october, hopefully with new levels and other upgrades as well !