Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Wow! First of all, a big thanks for playing through our game! Glad you liked the writing in the fetch quest, that's K.C.Dignan's work. It's cool that you understood the 'pathetic damage' thing in the final boss :) It's nice when people notice things that were put in on purpose.

More importantly, thank you for the very helpful, constructive criticism! I did work on the bosses and some general systems throughout the game. I regret not putting time in making the player movement feel good. There was more of a focus on getting all the content finished and perhaps the gameplay polish suffered because of that. I'll try to respond to your points:

1. I agree that the player should receive more feedback if they got hit. It kind of just happens and you don't really notice other than a sound playing and a heart disappearing. We should've shown something extra visually to indicate damage was taken. There was also gonna be a slight knockback on hit that I experimented with. However due to how the player controller was put together at the time, it wasn't that easy to implement and it was too much work to rework it all given the time constraints.

2. Truth is, I had never heard of coyote time before this jam. I knew that it was a thing that platformers tend to do, I just didn't know the name. Again, didn't put much time into gameplay polish because of time constraints, so that's the same issue here.

3. The wall jumping is indeed fairly counter-intuitive. Unfortunately, we as the developers were so used to playing the game, that it was hard to truly see a problem with the controls. It's like we're used to the poor controls and we somehow become able to play with it. We did notice in playtests that players did have a hard time making regular jumps and wall jumps. Here too, due to time constraints, an overhaul of that gameplay mechanic didn't happen.

4. This is a really good point and not something I'd thought about before! Indeed eliminating the Y velocity would be a good idea during dash.

Your feedback is great, it's really valuable and these are definitely things we'll take into consideration going forward!

Thank you for playing!

It kind of just happens and you don't really notice other than a sound playing and a heart disappearing. 

Oh honestly I never noticed the sound, maybe my volume was too low. That's on me. If you play my game, you'll notice I went with knockback. It was my first time trying it out and I gotta say I don't like the way it feels, but there you go.