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With some polish to the jumping, this could be a really slick platformer! The style and general vibes were awesome, really great work!

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Thank you very much for the words, they really mean a lot!

I have received various comments regarding the jump as an issue, but it was intended to be (obviously with a little more polish) the way it is. We wanted the player to jump a fixed amount of tiles and in one direction, aiming to more conscious puzzles and a simple movement, but maybe it wasn't the right decision in the first place.

Do you think that with more levels and a better tutorial the jumping would seem more familiar and the impression more positive? Or maybe the right path to take is to have a more common jump control?

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The issue that I had with the jump was that you could only move left or right BEFORE pressing space to jump. When moving in one direction, this isn't too bad as you're likely to be holding down the direction as you're running, then jumping. But on small platforms, you want to jump first, to avoid running of the edge and falling.
Another place I noticed it was when pressed against a wall where I want to jump up, then across. But instead I would need to run into the wall before jumping which doesn't feel intuitive.
A lot of this stuff is about game feel, which isn't really tutorialisable. And especially in a Jam, you want to hook people straight away, so familiarity is a good thing! I hope this all makes sense, I'm not great at explaining!
But overall, I really enjoyed a lot about your game! I had a good time in it, so no worries!

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I understand, thanks for the insight! We plan to expand the game in the future because there are lots of ideas missing and the core mechanic has so much potential, so your words are very helpful!

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That would be awesome! Good luck!