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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!