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(+1)

Great presentation and excellent scope for a jam! The hit boxes need to be fairer, or even preferably unfair in favour of the player - just like it's common to add coyote time and input buffering to platformers, so too should enemies/obstacles have smaller hitboxes than it looks like they should. These hitboxes were larger than they should be (I'm guessing rectangle colliders for triangle spikes, in which case I would at least make them tall and skinny hitboxes rather than tile-size hitboxes).

Having the slow motion be an unlimited resource allows the player to modulate their own difficulty, which is nice, especially for a jam project where the play time is low. Great entry!

(+1)

Thank you for the feedback! You're absolutely right—the colliders were slightly larger than the sprites, which can definitely feel unfair. Since I used a tilemap, I had some trouble fine-tuning the colliders, but it's something I plan to fix once the jam is over. 

I'm glad you liked the time-slow mechanic!