We've also added a subtle bounce to certain platforms, this adds to the feeling of motion, even when the player has reached the end of a jump.
Particles, particles, particles. There are a lot of particle effects in HoPiKo. Spawning, jumping, landing, dying, winning and so on. This cements the character in the world as they are directly interacting with the environment.
A massive part of what makes HoPiKo feel the way it does is the sound effects. They range from complete 8bit noise effects to synthesis. When you land on a platform, there's a real "thud". You need to know what's happening before you're eyes have even seen it.
Consoles and beyond
We're really excited to release HoPiKo on XB1/PS4/Desktop. It's our first game to come out on these platforms and we're already planning our next.
The development process has been long, challenging and quite stressful at times, but when we're testing the game on the big TV with a PS4 controller, it feels totally worth it. We're really proud of how it plays and it's exactly the game we wanted to make.