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I love the writing, it's silly but i think that is exactly what i like about it. The Ori-like "here you go now you can [double jump|jump super high|dash through walls]" is not that unique but executed pretty nice here i think. The music...we don't have to talk about that. Creating music for a game jam is awesome and this is no exception!

The flaws are maybe the controls, visual variety and physics (as already mentioned in other comments). I think it was not possible to jump when you were already running in any direction. And the jump had a small delay between pressing and actually jumping, which does not feel great in my opinion.

Other than that, i played it to the end and enjoyed it! Nice Job!

I'm so glad you liked it! Musik Kombat did the music and sound effects and they never fail to impress me with what they can crank out in so little time. The writing was my department, and I'm pleased it came out as well as it did. Could you possibly go into more detail about what you said about not being able to jump while running?

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Hm, well. I did download it again to give it a try, but it seems like i mistook the "on release" implementation of jumping for a bug :O Sorry! I guess it is made that way because you have to "charge" for the super jump?

But i think that is still a thing that makes me a little uncomfortable with the controls :/ Sometimes i like to "time" double jumps by holding down spacebar until the 2nd jump. Idk why, but jumping on release of spacebar was a little irritating to me.

Edit: I just read the latest comment from HedbergGames and i guess they did a way better job explaining that issue^^

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That's a good point about pressing vs. releasing to jump, especially since we definitely swap between those paradigms in the back half of the game. Thinking on it now, I might try swapping it to more of a mega man style "shoot and charge" system. I still want the player to be rooted to charge the super jump, but there isn't really any good reason I can think of to not accept an initial jump input as well.