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Thanks for the feedback. Truth be told I was concerned the unorthodox walljumping wouldn't be well received, I suppose I just got a little too used to it. I'm modifying it right now, it should allow for walljumps regardless of whether the player is holding left, right or neither direction. As for remapping, I do hope to have that implemented by next Demo Day.

Good stuff. It took me two whole days of work to implement the remapping screen for my own game, so I know the struggle. What are the rules of walljumping anyways? I don't understand it at all, and it animates like the Mega Man X walljump, to make it wierder.

I wanted to avoid the type of walljumping where you just sort of hop up the side of one wall, since its always been off-putting to me. Easiest way to do that was to negate walljumping if you were holding the same direction as the wall you were clinging to. But I also wanted for the player to be able to effortlessly get off the wall, and the easiest way to do that was to disengage the cling if they pressed away from the wall. This lead to not being able to press/hold either direction if you wanted to walljump. I got so wrapped up in making it work that by the time it did, I had gotten used to it and didn't think anything of it, and I never revisited it.

In any case, I've updated the prototype to address this. Now you should be able to walljump regardless of what direction you're holding. If you want to get off the wall, just press down.

But Boxes, if that was the problem, you could make wall jumps have enough force you can't possibly make it back to the wall, as well as possibly lowering input speed towards the wall. I probably won't be coming back to this one this demo day, but I'll check ya out next time!