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I agree with the other commenters on "blind" jumps, but I'd also recommend making the player stop when the movement key isn't pressed in the air. As it stands, there's no friction, which makes mid-air commitment quite high. There's something weird with the attack hitbox as well, which might be worth looking into. It could just be that it's a tad small.

Maybe decreasing respawn time would also help get back into the nice-looking/sounding world you have here more quickly. : )

Thanks a lot for the really good feedback, something i dont agree with is the movement. I wanted a pretty realistic and not the famoud plattformer movement, because of the smoother feel and the difference to other plattformer (because i think there are enought of those).