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(+1)

An aesthetic entry!

My main gripe with this game is that the player physics are smooth to smooth out movement, but that this does not cooperate at all with precise mouse controls (locking onto dangerous objects). If you change direction, your mouse is now in a completely different place than it was. This is very disorienting to the player. I would recommend keeping the player static in the centre of the screen and instead use animation to show the direction of the player.

Otherwise great sound effects, art and game mechanics!

Hey, I don't quite understand what you mean by "If you change direction, your mouse is now in a completely different place than it was". Is the mouse not in the exact same position after changing directions?

If you move as far right as the camera allows you, then place your mouse underneath the player before moving left again... I believe you can move about 40 pixels away from the where the mouse is - this is most frustrating when you need to jump and hit the spikes below you. I would recommend making the player static in the centre of the screen and have the animations show the direction.

This would mean tighter controls, I would say!

(+1)

Ah yeah now I get what you mean. It’s the dead zones of the camera. I’m so used to them (having made metroidvanias in which those are pretty much standard practise, because they aren’t so percise). If I do a post-jam version I’ll definitely test how much better that’d make it. Thanks for the feedback!