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Thanks for your comments and suggestions. A lot of what you mentioned we've been considering and thinking about how to improve. I think a healing option and adjusting the environmental damage would allow us to have some of the platforming we like while making it more fair. 

I was wondering if you could say a bit more about the issues you had with the control responsiveness. Did the wall jump seem like it required too much precision? 

I hope you'll play version 1.0 when we release it after the jam after incorporating feedback!//

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Trust me, it doesn't need to be any easier. Just add a tour mode with infinite health and it'll have about the same effect.

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I went back and played the game to make sure what I was talking about. It’s not responsiveness that I really meant. Sorry! Words are important and I used the wrong ones.

The issue is with perhaps one could call refinement. Specfiically with this area I got stuck at before. Playing it again I realized that once the dash has stopped - you hit the wall - you quickly (immediately?) begin to fall, right into the spikes. This could be solved by moving the platform above so the player can get higher on the wall. But I think you could also make the player hang there for a few ticks to allow them to then wall jump from there. I think Hollow Knight does this.

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We appreciate your clarification/further feedback--as Zephyr notes above we're looking into lots of different solutions, so every big helps with the "Experiment" section of our 1.0-1.1+ roadmap.

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Thanks for the clarification here!