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Hey this game is a lot of fun! I like the combo system, it feels great to hit 3 or 4 enemies and hear the sound effect get higher in pitch. Thanks for the shoutout too!

My main complaint is that the levels don't really feel like they are laid out with the core mechanic in mind. I was hoping to combo through the whole level, but it doesn't seem like it's possible with how the enemies are spaced out. There are several jumps that are just far enough apart that when you bounce off of one enemy and try to plow through another, the combo timer runs out right before you hit them and you end up taking damage. Here's an example of what I'm talking about https://gfycat.com/TightAdmirableLeopardseal 

Maybe the combo timer should only run down when you are touching the ground?

You did a good job on level design in the time frame given, I know in a game jam there isn't a lot of time to rigorously test levels.

I'm glad you enjoy the game! Also, thanks for the suggestion on the combo mechanic; it was really core to the game's development. I tried to add some spacing between areas in the level to give players a little bit of respite between major combo sections. In hindsight, having more verticality so I could have a slower route and a faster route through the level would help keep both novice and expert players engaged. But you're certainly right that some enemies are at that point where it's like a 50/50 shot at getting them before the timer runs out. I tried to minmize that by tightening the spacing, but I clearly missed a few spots. I think your suggestion about not having the combo run out in mid air is once again a perfect solution to the problem. Thank you for the helpful feedback!