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yeah, honestly I learned a lot from this jam about how to do level design (badly).

when testing the level I pretty early learned that the platforms are less than useless in actually progressing so I started doing a long jump with all 3 shots from the left corner all the way up.

Now I realize this should have been a red flag because it means the platforms are just going to mislead the player. But at the time it just felt like the player can also do the skip so it's fine.


As for the shotgun fire, there are so many good examples to learn from the other games. going moving projectile with a trail of smaller and smaller circles is 100% a more aesthetic way to go.

Thanks a lot for the comment, hopefully, our next submission will have different mistakes to learn from :P