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The movement system in your game feels really fluid! That's fairly uncommon for a lot of itch platformer games and is pretty exciting to see.

I noticed a blind-spot: would strongly suggest implementing coyote time and input queueing  mechanics to your jump, as it felt very hit-or-miss when running towards an edge  (especially noticeable in the sandbox). If you plan to have much platforming in your project it's going to be a source of frustration as-is.

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Thank you!

Will do, good movement is a high priority thing for me personally.

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If you'd like any input on how to implement those mechanics in C# Godot, it's something we did for our vore game four weeks ago that I'd be willing to share info on! 

I'm very curious to see how VScroller develops, it seems like you're making a game complete with a proper plot/world/storyline which is very refreshing to see.