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(+1)

I love the pixel art animations, and the character looks so cute 😍

The gameplay was hard for me to get used to. There are a lot of obstacle off-screen and you often find yourself doing blind jumps to progress. Perhaps the game is zoomed in too much, and maybe moving the camera toward the next obstacles would help. I also think the acceleration in the air is too low for precise platforming sections. I was stuck at the mushroom jumps in the second level because they get off-screen and the character and the platforms are so small. I know there are these little collectible stars that indicate where the mushroom is, but once you have collected them, they are not here anymore once you retry at the checkpoint.  Still, you did a great job on your game. With a few tweaks to the gameplay, it has great potential 😊

Thanks so much! :)

I was trying to really replicate the feel of DKC2 in specific, at least in terms of zoom and character size, except wider cause we’re no longer bound by 4:3… (also I literally just eyeballed this during creation so I’m pretty pleased with how accurate I got the character size relative to the game)

What I didn’t do, though, was really adjust the zoom for how much faster you can go, much more similar in pace to say Tropical Freeze which is quite a bit more zoomed out. I also struggled a lot to get a camera that actually framed things well and didn’t get nauseating with the parallax background, it was in a good place I think for the first level but then I started on the second level and it was disastrous. I was tweaking it up to the last minute and had to just accept it as being what it was. Goal was definitely not to make a like Meatboy-esque precision platformer and more just a fun one that you can blaze through once you get good at it, but I underestimated how much playtesting that takes to actually get the jumps to feel fluid and natural. The last section is imo objectively bad and unfinished, and I meant to make the stars respawn, but there’s only so much time :)