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(+1)

Glad you appreciated my review! I love hard games. And I played Celeste a lot, have not finished it yet, but planning to.

The main goal of such a game is to provide very good control over the character.

In hard games a golden game design rule always takes place:

"If the player fails and blames the game - your design fails.

If the player fails and blames himself - you did everything right."

The game should provide good control over the character, and a decent challenge to it. I think even in the jam version you enough close to it. Good turns and removal of sliding or justification of it will help a lot.

(+1)

That's true of games like Celeste. But this game is supposed to combine elements of Celeste and platforming games with the frustration of games like Getting Over It and Jump King. The design goal is for the player to overcome debilitating setbacks and failures. In a way, losing progress is the game.

Your quote is gold though. I've tweaked the physics slightly in the new version to remove the "slipperiness" of the character, because the platforming is still almost as hard and I want the player to blame themselves and not the game. Be on the lookout for the next version in a few days.