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(+1)

Very hard game, but doable. I agree with previous comments.

Here are a few other tips and feedbacks:

  1. A game speed slider would be beneficial. It’s easily doable through Engine.time_scale if you used delta in your _physics_process.
  2. When catching you, the ghost taking you back to the start seems to be animated through a tween with a fixed duration, making it very punishing near the end. You could set duration based on distance with duration = distance/speed.
  3. I don’t think anyone likes bonking on the ceiling, especially when followed by a bunch of precise jumps, with a high-speed character and no coyote time.
  4. When the ghost drops you while you are inside terrain, you are stuck and need to restart the game.
  5. Adding a full-screen button to the web export (it’s an option in edit game on itch.io) would make it easier to play (providing you handle window resizing), because I had to make the browser full-screen then carefully scroll to see the whole game screen.
  6. You should make the end more rewarding. I know you probably didn’t have time, but at least queue_freeing the ghost when reaching the top would be great.
(+1)

WOW, thank you so much for taking your time to write this, these are great points, it helps a lot

coyote time, jump buffering and speed adjustments were already on my radar, but most things you said I didnt even think about, so thank you again!