Dizzy Game Jam Update - Shadows, Camera, QoL


Good Morning-Afternoon!

We have been working on feedback from early players, and have worked towards solving some issues in the game.

3-D Lane Traversal/Perspective

The lanes of 3-D movement in the game are a dimension that some boss attacks take advantage of to challenge the player, and adds *dimension* (pun definetly intended) to the movement. However, it is a difficult perspective trick to pull off. Feedback on this system has been invaluable, and we have worked towards making this feel better to play around.

  • Added entity shadows below player, boomerang, small enemies. We are experiencing some web build errors, a new devlog will come out to update on this feature's release.
  • Introduced scenery into the first level.
  • Enhanced visuals for both levels.

Initial playing with these changes has made the 'Z-Layer' easier to digest.

Player Health Recovery

We have a focus on player freedom of motion and fast-paced action, and yet our heath system, asks you to stand still to recover health. It is paradoxical to the former point, though it is also a consequence of taking damage and would be less unique if replaced with a generic health pickup. That being said, we have committed some tweaks to that system to make it snappier and make the wait less obnoxious.

  • Reduced the wait time to start recovering health.
  • Increased the momentum of the recovery speed buildup

Camera

We had some feedback on camera jitter that caused discomfort for some players, and have changed how the camera functions for the jam. We plan to return to a more dynamic camera further on, but the camera as it moves now should feel much better to look at;

  • Camera will no longer drift towards the player, it is now locked at a fixed perspective relative to the player.
  • Camera angle is a bit steeper downward.

Thank you for being interested in how our game is being developed!

Files

DizzyGame_v2_01-29-25.zip Play in browser
Jan 29, 2025

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