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I'm really glad you like the movement, it probably what I spent the most time on, I've never had much luck making a platformer feel good with a physics engine in the past.

By tutorial I don't really mean a traditional explanation heavy tutorial, but something in the background that the player won't notice like in portal for example. Something like the player encounters each enemy type one at a time and the game helps in killing it (for example with level layout that forces the player into jumping on top of a white square without any chance of death). Of course such a system would need a lot of play testing and time so yeah.

I completely agree with making the enemies more intuitive, it's something I struggled with quite a bit when designing and I'm not completely happy with how it is. So thanks for the suggestion, I might implement that idea.

Thanks for the review, and I'm really happy you liked it! 

(+1)

Glad I could help! Thanks for making DDD :)