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(+2)

This was a really cute game, the art style is so pretty, and I love the theme of basically rocket jumping, but not firing the rockets!

I would say that because of that, the rockets can feel super unpredictable. I'm not sure how far I'll go, or what my trajectory will be. As a result I sometimes tried to line myself up perfectly, then either thwack into a wall, overshoot, or just have the bullet spawn beyond me.

It might've been worth freezing time when you're hit, similar to the second Ori game, allowing me to then choose a trajectory between two narrow angles, so I have more time to think. Similarly, applying more friction while the player is over the ground than over a sky tile may have made the jumps more forgiving, without letting me choose my distance.

(+2)

I love the ideas you proposed. Thanks so much for the valuable feedback!! We really appreciate that! :)