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On keyboard. Speed/height are all good and intuitive.

Other stuff:

  • Is mid-air jump on purpose? I can run off a platform and then jump in mid-air.
  • If mid-air jump is on purpose, then why can I not double jump?
  • There is a touch of lag in being able to jump again after landing. I feel like I should be able to jump a few frames sooner than I am able to.
  • There is a touch of lag when I change directions where it feels like I should be able to jump but can't.
  • There is no input forgiveness on pressing the jump button a frame before landing having the control carried forward. Not necessarily a problem but it is noticeable.
  • Lack of inertia related to directional movement. Right now it is a very snappy stop in mid air when you let go of left/right movement. Not necessarily bad but some drift may make it feel better.
  • Camera movement when high jumping should start a touch sooner. Right now it feels like the camera moves when you are at the peak of the jump only. A slightly earlier camera movement would add more weight to the height of the "high" jump.
  • Camera position on higher platforms feels odd. When you first jump to one of the higher platforms the camera position sits low still (the bottom of the camera shows a decent amount of space below the floor). On the first jump while on a higher platform the camera then repositions so that the bottom is essentially level with the floor, which has a lot of camera movement. Jumps on a higher level after the first one then don't feel as high because there is less camera movement.
  • There are a couple other fluidity issues when I am moving around and jumping at random, but I am not sure if that is a low frame rate animation issue or a jump control issue.
Is mid-air jump on purpose? I can run off a platform and then jump in mid-air.
If mid-air jump is on purpose, then why can I not double jump?

You aren't the first person to ask this, so we agree this can be changed.It was intentional, since it allows for interesting puzzles that require that you fall before using your jump to make it to the next platform. But a double jump where the first jump needs to be on the ground is more consistent with what people expect.


There is a touch of lag in being able to jump again after landing. I feel like I should be able to jump a few frames sooner than I am able to.

There is a touch of lag when I change directions where it feels like I should be able to jump but can't

We'll look into it.

There is no input forgiveness on pressing the jump button a frame before landing having the control carried forward. Not necessarily a problem but it is noticeable.

That would be nice. Added to the task list.

Camera movement when high jumping should start a touch sooner. Right now it feels like the camera moves when you are at the peak of the jump only. A slightly earlier camera movement would add more weight to the height of the "high" jump.
Camera position on higher platforms feels odd. When you first jump to one of the higher platforms the camera position sits low still (the bottom of the camera shows a decent amount of space below the floor). On the first jump while on a higher platform the camera then repositions so that the bottom is essentially level with the floor, which has a lot of camera movement. Jumps on a higher level after the first one then don't feel as high because there is less camera movement.

We've got a task to improve the camera. This feedback will help inform how we change it.

There are a couple other fluidity issues when I am moving around and jumping at random, but I am not sure if that is a low frame rate animation issue or a jump control issue.

Yeah, the prototype animations don't all have the same number of frames. We'll check if this is still a problem after completing the animations.

Thanks for the detailed feedback!

Lack of inertia related to directional movement. Right now it is a very snappy stop in mid air when you let go of left/right movement. Not necessarily bad but some drift may make it feel better.

This is true. It makes the jump seem less realistic, but allows for more control of the character. I want to leave this in for now, and see how it feels after creating more complicated levels and obstacles. 

My intention is that the player will be able to do more difficult looking platforming, without too much difficulty. To make it more approachable to casual gamers (like me). 

If it results in to low of a skill ceiling, or other play testers don't like how it feels, we'll look into adding inertia. It's an easy change; Godot has a variable that can adjust this in the CharacterBody2D.

Thanks for the feedback!