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I'm not sure what was happening with the jump on your end; the gravity scale is indeed higher on the way down (to avoid a floaty jump), but not so much that it feels particularly crazy to me. Perhaps not having a terminal velocity is the culprit? Or perhaps you're not used to variable jump height in platformers (i.e. that releasing the jump key sets Y velocity to zero)?

Controls are always difficult to perfect for me; I can see where you're coming from with the awkward hand position. I just hate pinky-based buttons, so didn't want to use Shift or expand the ZXC to include a fourth pointer finger, but perhaps that would have been better. For interest and my future control schemes, what button setup for the keyboard would you have preferred? (The game also supports controllers, which may feel better?)

As for visuals, we like the style we ended up with here a lot, but I understand it's impossible to meet everyone's tastes. The stretched sprites are an unfortunate side-effect of trying to triage the remaining outstanding art assets in the last couple of days of the jam.

Thanks for playing and for the extensive feedback. I'm glad you enjoyed some of it at least.

(3 edits) (+1)

I don't think it's necessarily the variable jump - even when holding the jump button for the full time, the increase in gravity feels a little too high. I think you might be overcorrecting for "floatiness" a little and could stand to reign it in a bit. That said... going back to the game, yeah a lot of the awkwardness is coming from how you've implemented the variable jump. Resetting the y velocity to 0 is just flat out not a good way to implement variable jump - it completely disrupts any sense of a jump arc and just feels incredibly unintuitive. My preference is to cut the velocity in half on the key release, but a lot of games do have the gravity scale increase happen on button release instead so since you already have that mechanic it might be worth using here.

Visuals are largely just not my taste I think, seems that some other people enjoyed them. I do understand that the stretched out sprites are a time constraints thing, but they stood out as particularly awkward looking to me.

For controls I'd probably prefer shift to teleport, yeah, though ideally they'd be freely rebindable (I know unity can make this a pain though so it's understandable that it's not an option here). I unfortunately don't have access to a controller so I can't judge how the controls are there, I'd imagine they're probably better.