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The character doesn't SUCK, just looks a bit weird, if you know what I mean. It's more of a nitpick, tbh.

The jump doesn't feel floaty enough, which means the characters feels like it's just going up rather than actually jumping, and the falling is too quick. There should be balance between floatiness and how far you can jump. The character also jumps too little, sometimes I'm unable to reach certain platformes.

Because of the more humanoid design or just the design itself looks weird?

I think I see what you're saying about the jump. I really only got the jump to a point that was good enough and didn't really mess with it beyond that so I could focus on the combat since that was a lot more in depth. There are some platforms that reaching can be a bit inconsistent at times, but I didn't really have much time to adjust it for the same reason as the jump. Needless to say, the platformer and overworld elements still need quite a bit of polish since a lot of time went into the combat system. Thank you again for your feedback.

I mean that the character design doesn't really fit with the game, why would a furry paper girl be walking and jumping around some ruins opening chests and forcing origami monsters to fight?

I agree with you that it doesn't really make sense. I couldn't think of anything for the player character when planning the game, so just reused an idea I had when first deciding what to make. I might consider having different playable characters at some later point though.

That's a neat idea, it allows for a bit more player freedom, and they do not need to play with a character they may not like, or that doesn't really fit.