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(+1)

Your control scheme (especially on Keyboard) is horrible, sorry.  I'd really prefer it to move the camera with mouse movement, instead of Q, E Up and Down, but I guess its designed for controller, as you said. If you're on Keyboard, just bind jumping to space, you already got camera snap to F (which isn't really needed anyway) no need to have it on space aswell.

There not being any Air controland railings or other small plattforms makes it very difficult to move into direction to jump properly, instead of just straight up.  keeping some momentum forward even when running into a wall before jumping could help with that.

I also could walk through the white Spikes in the beginning, not just land on them. Is that intended or a bug?

Game has heavy Framestuttering during level loads it seems. 

Gave up on the Open sky level, I'm really not into those hardcore Jumping/frustrating platforming Games. 

The hoverpads(?) and jump refuels where nice tho, obviously could do with some more fitting models instead of white cylinders and green Spheres, but I liked the mechanic.  Also cute Robot, but I wished it'd have some more fluid animations, bending forward while moving and hovering or something, even if it may not make much Sense for a Robot.

Still, nice little Prototype, If you fix the clunky movement and camera (again, might not be so bad on Controller) I could see this being Fun. Maybe.

(+1)

Brutally honest, just what I like to see!

So I'm 100% with you on the KB&M controls, they're really bad and I should feel bad for implementing them like that. Whenever I work on this again, I'll have to renovate it.

Walking through spikes on ground is intended, but may be deprecated since they were the first object made and the game changed a lot after that.

Good point on the animation, I think it's due some more life than I initially envisioned.

Thanks for spending your time to play my game Tomo

I'll try and give this another go this evening with my Controller. 

(+1)

Update: Gave it a go with the controller.

Ground movement is a lot nicer, but the complete lack of air control in any way, combined with not being able to impart any velocity from moving against walls or after the giant airleap makes the platforming very frustrating for me.

Yeah, I should really add some slight forward velocity while in air so it isn't like that. You can still make it, since kicking allows for air control, but I don't think I made that clear enough. In fact, that seems to be the main issue for people playing, it's way harder than I intended since they're unaware of all the tricks. If/when I make a new demo, I ought to make a thorough playable tutorial, or at least a video to show off what one can do.

Thanks for giving it another try.