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When the player moves upwards then falls down onto what should be a platform the player dies, this made the level essentially impossible. Sometimes block collisions seem to be non-existent. Movement feels like it has a delay on it, makes navigation unnecessarily difficult. The enemies move behind the green blocks leaving the player to figure out where they are based on a pixel or two below the blocks.

The way you used the graphics was nice, the sight motion on the characters also made them feel a lot better.

Overall if the controls were tighter and more responsive the game would be much better, still a good attempt though 😊

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I'm not able to recreate  the collision issue you mentioned, there is one known bug if you hit a 90 degree corner just right you can clip through. 

As far as the movement, it isn't delta-time compensated, so if your not able to run at a consistent 60fps your movement could feel weird, it's tight for me, but there is a low pass filter on the camera that could make it appear delayed. 

For my playing experience, it can be challenging but it is far from impossible. It's only two short levels so it needs to be "nintendo hard".

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I was definitely running at 60 fps, are you sure there isn't any deceleration time etc.? It felt like it seemed like the player didn't instantly stop/start movement.

I wasn't criticising the difficulty, I was saying the bug with the camera makes it nearly impossibles due to resetting every few seconds.