Local Co-op & Gamepad Support & Additional Mechanics


Hi! It's me again with another planned update post jam. 

The last devlog I said I wanted to implement at least the 15 levels I've planned but didn't have the time to add. I'm glad to say It's going well and I'm already at 10 levels (up from the 5 of the jam build). They will probably need to be tested a bit and adjusted (some might be a little bit easier than intended).


Taking a break from designing and implementing levels, I decided to rework the input system of the game because while watching my girlfriend struggling with the keyboard (she's not a pc gamer at all) I realized she would have a much better time with a controller. I've added a gamepad support (should support both XBox controllers and PS controllers) and since the system was rather easy to implement, I added a local\couch co-op system. At this stage it's in testing phase and both single player and co-op will play on the same levels. But my goal is to add whole different levels designed specifically for co-op, with different puzzles and possibly different mechanics.

Meanwhile, here's a GIF of how it would work:


As you can see, I also updated the character sprite (it's not that good, but at least it's better than the old one).

I also added some new mechanics both for puzzles and for character controls. For example, the player will now be able to "kick" a die, throwing it with high speed, without torque (the die won't rotate) and will receive a bit of knockback in the opposite direction. This will make some puzzles a little bit less frustrating and will also let me design new jumping puzzles using this mechanic. Here's a little GIF of how it looks at the moment:


I also added a couple of puzzle mechanics. Like the "Flying Die" (the die will just float mid air until picked up) and the swinging rope:


Let me know what you think of these ideas and if you have any suggestions! I will try to add a new build when the jam is over with all these changes.

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