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Very nice entry, a bit confusing and twitchy for me.

The music and pixel art are great, and most probably the sound effects as well, but it was hard to hear them over the music.

The whole game was a bit too fast paced for me, and I couldn't get the rhytm of the jumping down, so I ended up mashing the spacebar during the whole duration.

The pickup effects were nice and juicy, loved the rising pitch on fruit collection and especially the effects on collecting a gem, with the distortion and the timestop.

I think it would be great to not just stop jumping if you don't get a combo, but to always bounce by default with a tiny jump height, and get more height as you build your combo up. Also, when you're in a combo, and can jump again, It would be nice to have a few freezed frames to have a greater window of time to make a jump input. That might also give jumping a bit more impact and satisfaction.

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Thanks for the detailed feedback! I did have options in the pause menu to bring down the music but definitely agree it's too loud by default. There's also a game speed slider there to make it slower, and an option to make it so you always get a good jump automatically. Of course, communicating that those options are there is something the game utterly fails at  :) and I had major issues getting ui to actually work on this.

There's what i think is fairly generous  input buffering assuming it's actually working properly (my testing suggested it was) with buffer for both early and late presses - 0.25s before landing, and a few frames after landing (any longer on that end made the automatic bouncing feel wrong). Right now your speed and jump height do both increase with higher combo, and you do in fact keep bouncing if you don't combo, but  you only get 5 chances (if it's working properly) to restart the combo. I'm still unsure if it was a good design decision or not, very willing to believe it wasn't :)

Wow, you though of a lot of thing!

Maybe it's the web build or something on my end that's not giving me the intended experience :(

Had fun nonetheless, Great entry!

PS. How do you apply gravity to the player? Is it related to your combo, or just a flat increment?

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Thanks :) honestly I tested the web version again and it seems to run as expected, but I do think the jump timing  might not be generous enough. Gravity doesn't change based on anything, though one idea I thought about was having it delay a little longer before kicking in so you can hang out at the top of your jump longer... if that makes sense. or it could go opposite, make it easier when you're low combo. Definitely something to play with! I think I plan to develop this game more when I get a chance.

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Cool!

Having a more generous jump arc would be nice! And now that you mentioned it, the gravity does seems to kick in a bit fast, and a bit strong.

Also, I think having just a tiny amount of hitstop on landing would make comboing bounces easier, and make the jump feel a lot more powerfull! Especially if you tie the amount of stop to the current combo value!

I started out with freeze frames on jump but it felt like it messed with the timing and flow of the game too much, even just a small amount. but that was early in the process so it's definitely something I should explore again!