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(+1)

Pretty solid base you have but I feel like it's missing a gimmick or something to make it stand out from other platformers.

I wish the air dodge was a little faster. It feels a little too much of a momentum killer for me right now. Maybe you could make it so some of your speed could carry over after landing from one? The way it works currently is mostly fine though if you're level design will focus more on precision platforming.

One thing I noticed is that the wall climb feels a little finnicky. I got stuck on this one area (screenshotted below) and it took me awhile to realize it was because I was trying to do a running jump -> wall climb. For whatever reason I get less height when I do this. The only way I was able to climb up the ledge is if walk / run up to it first, and then jump on it. If anything I'd expect a running jump to give me even more height. Something to consider maybe.

Anyways I like what you have so far. Nice work.

(+1)

Hi Briar! Thank you for your feedback! I’m glad you enjoyed the base of the game so far!

You’re absolutely right about the lack of a unique gimmick. I’m currently brainstorming ways to make the game stand out more. I'll definitely keep this in mind as I continue developing.

As for the air dodge, I see where you're coming from, and I think speeding it up or allowing more momentum to carry over could be a good way to improve the flow of movement. I’ll experiment with this and see how it feels.

Regarding the wall climb, my intention is that the wall climb is most effective when starting from a walk. The running jump is intended to have a bit less height, but cover a longer distance. I wanted to encourage players to use it to close bigger gaps. However, you're right. The levels need to complement the mechanics, so that they feel natural to use.  I'll focus on improving the level design and properly teaching the mechanics to the player.

Thanks again for your feedback! I’ll keep these suggestions in mind as I continue refining the game!