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(2 edits)

Thank you everyone for playing and for the detailed feedback! I'm also really grateful for the streamers who played the game. It was really helpful to watch a full playthrough!

I agree a lot with the comments about control and precision and want to remove as much artificial difficulty as possible. At the same time, I want to keep the core aspects of the game: platforming challenges that require figuring out how to solve it and then being to execute your solution.

I'm not sure if I'll be expanding on the game content-wise but I'm planning to change the following (unordered list) for a post-jam version as an exercise:

  • Separate hitbox for mailchain to recoil from walls that’s smaller than the hitbox for hitting mailboxes.
  • Slight visual indicator when mailboxes are within reach and a different visual indicator when mailboxes are very close and gives a smaller velocity boost. (probably colored outline + small particle effects)
  • Spikes should have triangular hitboxes instead of rectangular so you can diagonal jump without hitting them
  • Resolution should be taller vertically overall. 320x180 -> 360x240
  • There should be places that let you zoom out to view the area near you and avoid blind drops.
  • Redesign controls so that aiming your mailchain separate from moving. Also add controller support.