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(+3)

This is a very unique and cool submission, props for not having used assets, well done! :D

About the controls, they indeed felt a bit unintuitive because of the way they work, beginning with the way you move the camera. You could do this in two ways, pressing a button (holding the mouse wheel in this case), or capturing the mouse inside the game's window and directly using that for a smoother feel. But the thing is, the way it spins feels inverted. Since this varies a lot depending on each user, I'd add "invert horizontal" and "invert vertical" as toggle settings.

You also explain very well the game's objective and rules, but you don't mention how to actually get there, so a bit of a introduction for the jumping system should be there.

Cheers! :D

(+2)

Hey thank you for your kind words and suggestions. Inverting the cam rotation from what it is in the jam build was one of the first things I did for the new version. Honestly already wanted to before the build but kinda forgot in the hurry.

Just capturing the mouse for camera control doesn't work in this particular game because the controls depend on you clicking on spots in the room relative to your character position. So your target position to aim for with your mouse cursor would constantly shift just by moving your mouse. So it had to be with holding down a key.

It totally would make sense to place some world canvas with the controls or some button prompts when you first start the game so you know that you have to use your mouse to control your character, that holding down the button makes you go further and that you can spin in the air.
I think I'll do that for the updated version.

Thanks again and have a beautiful day :)

(1 edit) (+1)

Thank you for the reply, you too, and good luck with the project! :D