Initially, I wanted to do a hovercraft movement mechanic with an ability to fly, limited by height.
Well, now I have a working demo with hovercraft movement, collectables and dialogues; and not sure how to develop my game further. Any advice would be most welcome!
The movement was very fluid and it was actually quite fun to play with. As far as suggestions go I would focus on more content as I feel adding that could be useful. The dialog was entertaining and the map was pretty fun, maybe having the ability to build charge stations around the world so you could travel farther would be cool. Also having a better hub for upgrades would be nice, doing it through the dialog system was kind of annoying. It’s a great start to a game!
My main concern was that movement is not intuitive. Usually, the controls in platformers are crisp and sharp with little to no inertia. It’s opposite in my game and I really need feedback for that matter.
The game definitely needs more content. As for recharge station, that or a way to replenish energy while travelling. I was thinking about new teleport points further down the plot as well.
I like the idea to organise upgrade hub differently. How would you do it?
I understand your concern, but you should really try to think that all platformers need to have the same mechanics. A lot of people have predefined notions of what a genre is supposed to be and changing that (if done well) can make the experience even better. An example would be how portal was a puzzle fps in a mostly shooter genre. I think this really applies to your game as having that movement that feels slower and less responsive could be really well used.
Anyways, as far as a hub, honestly almost anything could work I would suggest having more details about the purchasable items. An icon and some descriptive text (maybe even some lore) could really spice it up.