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(+1)

The mushroom jumps could do with some consistency. IMO it should not even be necessary to press jump when landing on them considering that the level design requires it almost every time. This could also just be solved by giving the player one more block on those few jumps that require the full size of the jump. If you're going to require precision platforming, some coyote time (letting the player jump for a little time after walking off a ledge) would be appreciated. My favorite mechanic was the tree hoverboard, and I think the last level made good use of it. I think it would have been nice to be able to jump through the bottom of the tree to get on top of it though. With the short time window you have before it starts moving, It can sometimes be a bit tough to get on it in time. Great work!

Haha, we actually did implement coyote timing and the ability to jump under the tree to get on top of it, but the latter was only restricted to when the rocket is just shot. Thank you for the feedback, we appreciate it a lot!!

Thanks for the feedback!

After some introspection, it seems that we couldn’t properly convey what we wanted to achieve with the mushroom…we wanted the player to hit jump as soon as they step on the mushroom (acting as sort of a jump boost), and not later when they are in air. As the latter is more often found in popular platformers (Celeste for example), it lead to some confusion.

A better tutorial might have helped I guess.

Also yes there is 0.3 seconds of Coyote time…the time window before the rocket starts moving really is a bit too short, we should have play-tested the game better to notice this earlier

But yeah thanks a lot for taking the time out to play our game and provide some great feedback !