Most people who tried it agreed that it was too slow and slippery, so I upped the speed and deceleration. I still think part of the perception of slowness is the weird walking animation. Also, later I might lower the jump strength a little bit since he's faster.
I fixed a bug where you couldn't duck on the moving platforms and added a drop down so in game if you duck and press the jump button while on a jump-through platform that's on the ground you fall through. You can try it on the first stripy platform.
Mainly, I added a few new gimmicks for use in-level.
There are SMB style trampolines that bounce you higher the longer you stay on them, rider platforms that follow an automated path when you step on them, tunnels to crawl through, and conveyor belts.
I think a few more gimmicks will give me a good basis for pre-enemy level design. If you play it, tell me how it feels and any bugs you might find.
it looks and probably feels slippery because the character has a extremely small and not very noticeable walk cycle that doesn't fit with his horizontal movement.
I agree, but people were saying this even with another test sprite so there was more than one component to it. The final sprite will be different, however. Comment edited by doc future on 11/2/2009