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No need to apologize at all. I appreciate the constructive criticism. It'd be one thing if you just said you didn't like it, but your specific examples are really helpful.

There is coyote time. You have 10 frames after leaving a ledge for the jump to still register, but maybe I should bump that to 15 or even double it.

I'm stuck in a pickle with the wall jump. I purposefully have the momentum carry over in such a way that you can't just infinite wall jump up a single wall for the sake of level design, because then why ever use the lasso jump or other tools. I do think I should add a buffer to that as well though so you don't have to be right against the wall. That would make the wall jump more forgiving and fluid and it's something I had on the "nice to add" list but didn't do this update. You've helped make that an easy decision for me.

As for the dash ... I could have it so that if you dash you'll dash whichever direction you're holding, regardless of if the wall jump momentum is going on because it's not like you can cheese that to climb a wall (you'd bounce off it), but it would let you save yourself and make it back to the ledge more frequently in those cases where you just miss clearing a gap. I hadn't even considered that, so I'm glad you pointed it out.

Thanks for the comment. I think this is the best feedback I've gotten from either round.

Do you think those changes would help address some of your frustration as a player? 

I plan on reworking the entire lasso throw and incorporating the joystick for control too, so anything you think helps with fluid movement I'll consider when I start working on this again after the tourney. Thanks again!