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Oops I treated your submission page as your game page, apologies for the controls bit!

And for the walls, I guess it's a "to each their own" situation. For me, it's frustrating that plain walls behave as a deadly trap, because it feels counterintuitive in the context of a platformer, even if continuing to move mid-air would be less realistic physics-wise. But I can see where you're coming from: since your rules are consistent, part of the experience is learning that walls are a deadly trap, and how to avoid them.  

I do love the game though! I spent way too long playing it, which is why I bothered complaining about the wall.

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Thanks SmallTall. Sorry if I sounded a bit harsh before, but you got me just as I was waking up haha. Truth be told I did think about keeping the momentum after planting into a wall, but I kinda liked how it acted as another obstacle, which worked out well considering there's only a few enemies in the game.
I grew up in the era of NES games, which were usually short and brutally difficult games. I think that may have reflected a bit too much.