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(1 edit)

Hahaha we're just that good at our game, man. 😉
Naw, it has everything to do with the program we're using and the scores for other projects that were used on it before. I'd have to talk to my TD about exactly how it works, but unfortunately we weren't able to delete the test scores and other things that were on it before... It was more of a "Let's just use this thing for right now to get this submitted, and we'll put a pin in it" kind of decision.

I'm glad you found the wall jumping easy to pick up, it's what I personally thought people would have the hardest time with! As for the fall damage, your point is totally valid. It was more of a design choice: I totally hate when floaty platformers have fall damage, and our lead designer thought that it would be hard enough to have to dodge all these projectiles on the way down (since you have to go down to get more money). That being said, we changed the time of how long the months change last minute. We were worried about people dying too quickly and rage quitting. With longer months in play, and more time to take into consideration how to ascend/descend, fall damage could totally work now.

I appreciate you taking the time to leave such detailed feedback, and for downloading the game. Thanks a lot for playing! 😁