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(1 edit)

Thank you for your feedback!
I have been considering designing levels that did not involve auto-scrolling, and instead focus on time affecting the objects around the player.

I'll also have to add levels that involve teaching the player how to utilize their controls, one mechanic at a time.

In what way is it hard to control the player exactly? There were a few people in the comments who mentioned the game didn't have coyote time, but I'm not sure if that's what you are referring to.

It is something very personal, I guess. But maybe it is the player moves too fast or jump/fall too fast. What I found is that it was harder than expected to avoid bullets. And I felt it was due to the control of the player.

I didn't want to bother you with this. It is just my personal feeling about movements. Maybe I'm totally wrong :)