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(1 edit) (+3)

I love the sonar mechanic, it’s really fun to use! The memento mori wildcard was also nicely implemented in a way that served a gameplay purpose. The main menu was well done and the game felt really polished too.

Some feedback on the controls:

  1. Air control is too sensitive, it seems like a single tap in the opposite direction changes your horizontal velocity v to -v immediately. That is fine on the ground, but when making precise jumps we sometimes want to keep going in the same direction just less. This could be solved by lowering the acceleration of the character while in the air (or implementing a separate air acceleration).

  2. Wall jumping requires too much precision. When jumping between walls, the controls require quite a lot of precision - first you have to keep holding the direction towards the wall you want to jump off, then when you reach it you have to jump and very quickly change direction. The wall jump fails if the player switches direction just before touching the wall, which feels bad. A similar thing to coyote time can be implemented here to not punish the player if they’re slightly too early. Edit: I noticed you already implemented coyote time for the jumping off platforms, so something like that for the wall jumps would be great too.

I think implementing the air control changes from 1 will also help with 2, because it’s less punishing if you switch input directions slightly too early since you’ll keep travelling in the same direction for a bit and still reach the wall.

Nailing the feel of the controls would greatly elevate the game feel. Even though I had the control issues above, I think the game is overall well implemented and very polished!

Appreciate the detailed feedback, helps a lot for when we go back to fix it. Glad you enjoyed the other aspects of the game though, hope you come back to play again after we update the controls. 

Thanks for playing!

(+1)

I will, just reply to this and I’ll give it a try!