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Thanks for the feedback! Did you still enjoy the game despite being unable to progress much? Also, what about the controls to you seemed to difficult, too difficult to understand, too difficult to execute, or something else?

I would probably go with having a visual sign in the level bagkround that explains - either with pictures or words - how to use the mechanic, since its unusual (and potentially frustrating when the player has no idea what's going on).

Also probably warm-up the player with some easier examples first to practice on / master.

The controls felt too sloppy - the animation and the effect didn't synchronise well, it seemed arbitrary which part of the animation had to collide with the wall to have an effect, like I was just guessing each time. For a mechanic like this I think the namiation should visually match the effect, so the player can see when/why they're going to succeed or fail.


I couldn't get past the second jump - didn't know if I was just too low skill, or if I was supposed to be pixel perfect on a different part of the animation, or if there was something I was doing wrong, or ...

Thanks for the suggestions and feedback, Greatly appreciate it!