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(+4)

Very good demo with a strong atmosphere, but marred by control and input issues. Well over half of my deaths were caused by the game failing to register my jump inputs.

This may be a matter of taste, but I find that the gamefeel is also hurt by the animations having startup and ending lag that can't be cancelled. Crouching is especially bad: I've gotten killed because it takes a couple frames of animation for Timothy to get into crouching position after I hit the button, plus a couple more to get out of it after I release. Being able to cancel your dash by hitting the opposite direction, being able to jump out of the grounded slingshot animation (or just having less ending lag on it), and being able to jump/dash out of a crouch all would've helped make the gameplay more fluid.

There are also some collision issues, particularly with Timothy's airdash hurtbox, which can somehow clip into spikes directly above him. Landing on single blocks also seems fiddly, as sometimes he appears to land on one before promptly sliding off the edge.

Still one of the best entries for sure, which is impressive considering it was made in only one month.

(+5)

Thank you for the detailed feedback! The jump input-lag it's still the thing that hurts me more, as i learned about how to solve that almost instantly 1 hour after the ending of the contest. Of course we will work around animations and things related to timing. I want the game to be perfectly fluid instead of feeling a bit clunky because of too-strict controls :)

I'm glad you consider this a good entry :) let's see how it goes :D