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The concept is creative, but controlling the game felt clunky. I found myself hopping in place in order to time the right jumps, and that completely destroyed my spirit.

Thanks—and very fair feedback.  We hoped to lean into flexibility with the way you can choose to control, but that definitely means certain control schemes can become clunky.  Any ideas on how we could have improved the connection options?  Appreciate you playing!

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**Judging from the screenshots, there is more than platforming in this game, but to answer your question, I will speak only of the platforming since that is the only section I was able to play.

This, to me, seems like one of those solutions where gaming it up a bit can eliminate a lot of issues. The premise of connecting different functions through a power source can be interesting, but also quite cumbersome when it's a platformer.

Instead of connecting jump with wires like other functions, it should be something more tactile, like a button input. Wires are perfectly fine for moving left and right, in fact, it makes sense because I only have to hold those inputs, whereas jumping can be quite spammy. Tying jump to a button press eliminates that frustration and gives more freedom to the player while still limiting their capability with the left and right movement. It almost turns into a runner at that point, but now with this configuration, it's more like a runner where players choose the direction they travel.