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Sometimes the character felt like it moved way too quickly to grab a ledge (particularly if it was close to you). Having a bullet-time ability would have made that less frustrating, but understand it takes away from the difficulty a bit.

(1 edit)

Thanks for the feedback! My intent was to force players to use both the aim and the strength of the jump correctly so that they reach the apex of the jump right on the ledge, which makes the grab easy (passing by a ledge super fast is intended to be hard, cause you already messed up the jump probably). Now I think this would have still worked with a larger grab range, and especially easier level design overall.