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(1 edit) (+1)

Good tie into the theme, challenging mechanics, and a solid foundation to continue to build on. 

One thing I learned during this jam is that there are lots of QoL "features" in popular games we all play that we take for granted, like the second where you float and have a chance to get a jump off before you plummet to your death. I think  it's referred to as the "coyote time" phenomenon. Likewise, I think a little leeway on the transitions between abilities would go a long way with players.

Congrats on the fantastic submission.

You are completely right. Coyote time is the seconds from a ledge that you still can jump - there is also another one that i'd have liked to implement called jump buffering - that's when you want to jump continuously, so the game considers your jump button press even when you're still on the air (a few miliseconds before touching the ground from a previous jump).
Those are two things that I already set on learning how to implement efficiently to have under my belt for whenever I want/need to build another platformer.

Thanks a lot for reviewing! And the feedback for the transitions between abilites is completely on point here.
Thank you also for the kind words! It means a lot.