Cute platformer! The difficulty really ramps up after the 2nd level, I could only get so far after the wind picked up. A few pieces of feedback going through my mind:
It would be nice to have some indicator of the wind for the player, to show its direction and strength. This would make the wind jumps less of a guessing game.
Another thing I found myself wanting was for the character to have essentially 2 states of jumping, the first which would feel closer too normal and have more weight and then after double tapping jump having the player open their cloak to catch the wind and glide. Overall good job!
Viewing post in Say, a Windy Day? jam comments
Opening the cloak... I might just do that for a different jam game one day. There actually is an indicator for the wind's direction and strength, the background particles. The strength would be impossible to easily depict since it uses a non-linear function with some heavy accelleration, so I just added more particles for more wind. Thanks for playing! One quick question: did I manage to get you to laugh with the egg puns I left in your own comment section?
I was curious so I looked it up, and I should let you know this is actually a bug with Godot, apparently there are issues rendering the particles with AMD graphics cards (which I have) so likely this isn't even your issue but something to be aware of. Apparently they have a fix that just isn't pushed to stable.
https://forum.godotengine.org/t/cpuparticles2d-is-not-running-on-html5-builds/78...
I should have used GPUParticles2D instead of CPUParticles2D... well, too late for that now (unless I decide to update this game once the jam is over). For now I'll add a little clause in the game description saying "There is a bug with AMD graphics card users that causes the wind particles to not display. There are wind particles in the background."
Thanks for troubleshooting this for me!