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Pretty fun for what there is! It took me 8 tries to complete it, partly because in the first few attempts I kept associating space bar with jumping.

Matching the obstacles to the beat of the music is a neat addition.

It's a little strange visually that the enemies move vertically to match the player character. I understand that the point is to require hitting them instead of trying to clear them with jumps, but is that necessary for any reason? I don't think it's inherently bad for the player to have the option to jump enemies.

The slide mechanic looks neat! I couldn't find a use for it aside from cancelling a jump and crashing into obstacles. :)

(+1)

Thank you so much for the feedback, Satinel!

I completely agree with the points you raised, and I’d like to clarify a few things:

I made the pterodactyl follow the character's height because, as you mentioned, I wanted the player to use the attack button rather than simply jumping over it. This was a workaround, as I didn’t have a suitable asset to serve as a proper "enemy" obstacle at the time. Since I needed a tall obstacle to make the mechanic work, I chose to use what was already available instead of purchasing or searching for a new one for the initial release.

The same logic applies to the slide mechanic. I didn’t have an appropriate asset for an obstacle that players could slide under, so improving this aspect will require finding or creating new assets to enhance gameplay. I completely agree that this is an area for improvement!

As for the PC keybindings, I could definitely make them better. Assigning the spacebar for jumping and finding a more intuitive key for attacking would make a lot of sense. Since this game was primarily designed for mobile, I focused more on optimizing the mobile experience, which is why the PC controls might feel less refined.

Thank you again for taking the time to play the game and for providing such helpful and constructive feedback, I really appreciate it!