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Short demo. Not a lot to say.

Controls feel reasonably intuitive. Jumping being automatic might be a negative if this game will eventually feature segments that are more action-oriented, but I like it for streamlining the controls for a more narrative-focused game.

It is a bit weird for 'f' to climb up ledges when you're grounded, but drop down from ledges when you're clinging to them in the air. Maybe pressing down could drop from ledges instead seeing as pressing up does the opposite?

Thank you so much for playing. 

There will be combat in this game but the primary focus first and foremost is adventure. Maneuvering through the levels and exploring will be the core of the gameplay, combat will usually be incorporated as something that you deal with, but not the focus generally.  

I realized with locomotion systems like this I will need to focus the most on level design above all else. Designing areas with obtuse geometry or fighting on uneven terrain are things I want to avoid.

It does seem to be a bit weird to have the interaction key as "Let Go" during a ledge drop. My current reasoning is that Climb Zones function the same; where you reach the edge and you climb up, pressing the key lets go. 

I could refactor grounded climbing to be streamlined with a confirmation delay while colliding, but this could also introduce awkward scenarios. 

It is something that I am very glad to get feedback on and I will continue considering my options. Thank you again!