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(+1)

Wow, this was much more fun than I expected. To be honest, the instructions contained a lot of 'technical' stuff that players would naturally learn from just playing the game, stuff that doesn't need to be told out loud. I think all you really needed to say is that the dice blocks disappear under your feet and you have to collect all keys on a floor to unlock the next one and players would figure out the rest on their own.

The biggest drawback gameplay-wise was, I think, the floatiness of the character. It was simply difficult to control. GMTK and Jonas Tyroller have some good videos on platformer design and how to balance all those variables. (My secret formula as 0.5 pixels/tick squared acceleration and 5 pixels/tick max speed.) In addition to that, coyote time, variable jump height, yada yada.

But if you improved that and the presentation, added a bit more juice, this could be an easy 4-5 stars. Well done.

I'm glad you think a lot of the stuff in the instructions file would be figured out naturally; that was my hope at least, but the "tips" section was basically included because I was worried that people might not give it enough time for those things to become apparent. I probably wouldn't have included that stuff if not for the fact that this is for a jam with ratings and thousands of other games, haha. Given more time for art I would have at least had an animation signaling that you're set up for a wall jump, and a distinct frame for a high wall jump.

Movement is something I'd like to improve on, though I am mostly pretty ok with how it is here. One thing I would have implemented if I had more time is a buffer for jump inputs, so that you would still get your jump if you pressed the button within a couple frames of hitting the ground or a wall. Coyote frames I'm not so sure I would want though. It does have variable jump height at least.

Anyway thanks for the comments, and glad you had fun with it.