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(+2)

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.

(+1)

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.

(+1)

Thanks for the clarification here!