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(+2)

This is a very nice game with excellent graphics and great sound! I would only suggest improving the jump controls a bit for consistency. Still... I agree with Richard Marks that it's good fun to tweak it to fly really high.

In what way would you suggest to improve the controls?

We plan to extend the game later this year after our next current major production that was put on hold while we participate in this jam.

Any improvements will be taken into consideration for future updates.

(+1)

ahhh... Well... Please don't take my comments too seriously. I just meant that it seemed that the jumps and double jumps varied randomly. Probably that's not true but it seemed like that. Sometimes I managed to jump really high and others not at all... Maybe I was doing something wrong.

It's based on velocity. Abi gives you a jump that is based on the current velocity, so if you are falling down and you use Abi to glide you will get an enormous height boost. This was one aspect of the mechanics that was intentional. It does make for a varied jump and adds to the challenge by having you as a player need to time your jumps and plan your motions.

(+1)

ahhh... I'm so sorry for complaining about it. My bad for not realizing it. I must then give you game another go.

No worries. We knew that there would be people who may see it as an inconsistency or a bug, and decided to run with it anyway because it did add to the experience. When it was a set static distance, it didn't feel as "fun" to play when testing the mechanics. :)

(+1)

Today we are unleashing an update to Gelda with a bunch of fixes that we hope you will like.

  • Abi is not based on velocity anymore and works more like a double-jump
  • Gelda can now let go of Abi while gliding
  • Text boxes now are destroyed correctly
  • Troll disappears when you get far enough away so you are not stuck/trapped anymore
  • Gelda can now duck to look down to avoid leaps-of-faith
  • Checkpoints now work correctly and do not activate before being reached
  • Fixed collision issues in the Misty Wood - 2 level
  • Reduced death/respawn sequence time
  • Reduced time for level name screen for faster play
  • Added option to quit to title during playing via the pause menu (press ESC to pause)
  • Cleaned up major graphics splicing issues
  • Optimized rendering and collision checking to reduce lag

Please give the updated game a whirl and let us know your thoughts.