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not knowing what your ability is within the next 0.3s making makes clearing the level feel more like RNG rather than overcoming the RNG. The fun of this mechanic mostly lies in not knowing, how you'll have to tackle the next hurdle. While games like Celeste are more about memorizing and perfect the moves necessary for the given level, you can't really do that for a game like this, where you constantly have to improvise.

My proposal: Instead of rolling for randomness each time you use the ability, roll for randomness each time the player leaves the ground. That way you still have to improvise on how to tackle the current level, but you don't have to blindguess what your next move will be.

That's a good idea, though certain sections require different amounts of uses of the moves, and restricting level design to revolving around a set amount of moves doesn't seem like a good idea.

Perhaps different sections could be programmed to have different amounts of moves generated.

Thanks for the suggestion!