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Thank you for commenting!

Im sorry the gameplay felt frustrating.

We definitely should have added more checkpoints/respawns (literally every comment complained about it lol), but since we had worked so many hours on the game and gotten good enough to speedrun it in a couple of minutes it completely slipped our minds that more checkpoints are necessary, since most people wont be landing every jump with their first try. So adding a few more checkpoints would have made the game a lot better for first time players.

Im not sure why the dash and wall jump felt unpredictable though. Could you elaborate on your experience?

We also tested how the game would function if the dash was reset every time the player touched the ground, but didnt like it since the game is based around you timimg your movement around the flashes duration. So we sticked with a 3 second cooldown on the dash.

We really wanted to optimize the game but sadly didnt have enough time (thats how game-jams are i guess).

Thanks for all your constructive feedback!

I totally get it. Sometimes we get so used to our own game it is easy to overlook things.

Now, addressing the stuff I said. For the dash, I think it is because of it being tied to mouse direction. While falling or running you have to constantly adjust its position to maintain a target direction, so I found myself not dashing towards where I wanted often. To be honest, I don't know how to fix this one. Most platformers feel much better to play on controlers, and I don't think your game would work if dash direction was tied to WASD or something. Maybe this can be remedied through more forgiving level design when it comes to precision platforming. For longer games, as the player gets used to the mechanics, you can throw sections that require gradually more precise player movement and input. Again, I'm very aware of the time constraints here, so don't take this advice as a serious critique of the game. Your entry is very good.

For the wall jumping, I think it was a combination of slowly slipping when I needed to stay put in tight spaces and sometimes autojumping right after landing on a wall. It kind of comes back to the forgiving level design thing.

I'm sorry if my original comment came out as excessively negative, it was not my intention. You guys did a great job here!