Great job making that artstyle of Hilda come to life in an actual game! I think the jumping with Ebi is a little weird as it propels me a lot if I press it quickly and sometimes I soar all the way up - but if I do it when I'm falling it doesn't really help with gliding. Somehow in the pit level it makes you float very high. I found it funny when I flew high enough to see the top part of the stage in the mistfur section. All in all, well done, love the notes on the character, the cosy room, the animations - its all so adorable!
Viewing post in Gelda (TVGameJam Edition) jam comments
Thank you for playing!
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. 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. :)
The aspect itself is cool. But you should've explained it (that I need call Abi while falling to get me high up) somewhere in the game.
P.S. Also, you have a bug on the second level - if I take lower path and call Abi to lift me while falling, it takes me up and I drown in the river that is on the upper path.
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.