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(+1)

Great job on all the art! That's amazing!

I *think* for the wall jump, the fact that the player turns around and accelerates the other way so quickly means that if they are still holding down the direction of the wall after the jump than they will double back too soon. This is especially hard for keyboard players (a lot in a game jam).

(+1)

I didn't think about that. Mechanically I thought that it was really simple to execute but I guess that I have experience in games like Hollow Knight or Celeste where you use wall jumps all the time.

I made the acceleration so big to avoid wall jumping infinitely high. Once again thank you for your feedback!

That makes sense! One trick for that, if memory serves, is to increase your acceleration on the way down, but not on the way up.

It is already like this. After you release the jump button your acceleration increases

(+1)

Ah, I think I'm just misremembering tight corridor wall-jump examples (it's been a while!) combined with not being used to playing on a keyboard. I just booted up Celeste and Guardian of Arishima, and you're right– they behave really similarly.  😅

I was recently playing Dead Cells with a friend, which has a totally different mechanic of shimmying up the wall if you keep holding towards the wall, so maybe that was in my muscle memory!