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Wow, it’s awesome you put so much thought into the theme and atmosphere of the whole game. That pottery is very cool by the way.

I’m looking forward to where you take the game in the future with all these ideas, I especially like what you were saying about taking a more natural approach instead of using spikes and such.

Now, it’s kind of hard for me to put into words, but I think my problem with the double jump could’ve been from how it scaled with the player. As the player gets bigger and they can jump higher, the double jump stays at the same height, and when you can jump very high, it feels a little frustrating to only have a tiny “bump” in the air.

And no problem, I love giving detailed feedback for games I enjoyed as I really do want to see them improved. Best of luck with your future projects!

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Aw, thanks! Yeah, my friend's ceramics work is out of this world.

And yeah, spikes are interesting! They give such immediate feedback and we all know what it feels like to step on something pokey. I wonder what it will feel like if it's an animal roaming– it might be a bit frustrating with the delay between "hit ground you're not supposed to" and room restart. But it was game jam time so spikes it was 😂

For the double jump: oh, yeah. Do you mean after you've increased size so you can use the lilly pads to bounce, and then you just get the tiny air jump? I could see how that would feel a bit anticlimactic. It makes sense that it's more proportional to your "jump height" even if you're using an object to get up there. If you were really, really heavy the button effectively wouldn't do anything, which would feel bad.

Great feedback! Thanks!