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Thank you so much for the constructive criticism! Lots of points to discuss (which's good!):

  • First of all, the art you see in game is the placeholder art. I created the actual assets but ran out of time before we could import them into the game.
  • Yes! 100% agree about the stairs being frustrating. When making my own tile-set (the one in game is a placeholder one we found online) I ended up removing the stairs all together for that very reason.
  • Making it so the player can't exit roll mode when in a narrow area is actually on the to-do list :D
  • The bump is intended so you don't accidentally roll into the frog, which seemed to happen a lot when playtesting. Though it can definitely be done better. Any ideas?

Would really appreciate it if you could check back after the voting period ends to see how it compares to this version! With the actual art used, as well as the bugfixes and tweaks mentioned in the description :D

For the stairs , you may be able implement a step up type feature. (Although I am not sure how one would achieve such a thing in Construct)

When going to the double jump room, I ended up going from the top where the roll ability is which is why I was confused. As a solution to this, you could either remove the enemy, or structure the room so that the enemy is on an elevated box. You could also make the room to the left's top platform leading in at a height so that you would need double jump as well as make the bottom roll corridor of the room to the top left go farther left. This would make it so you would have to go in from the bottom.

Finally, I always ended up going to the right first at the start of the game (Which I had to do twice due to the fact that pressing R resets the game.)