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(+1)

So, I like the music and the look of the game, but the platforming is… waaaaaay too precise. I’d bias towards floaty plaforming vs this, but, if you are going to go for super precise platforming, that’s enough challenge to start with, without including spikes to dodge too, at least until later, once there’s been some time to get a feel for things.

Generally, I’d tune the jumps to use lower gravity, and if your platforming is going to be this precise, I’d use a rectangle for the character’s physics box, instead of a capsule.

In the area of animation: One cool trick I saw in a GDC video a while back is to put the attack frames out very quickly, and then to play the anticipation frames after. That forms an illusion that the character has correctly done the anticipation. I don’t always use that approach, but for a precision platformer like this, that also has combat and small arenas for said combat, it’d help.

(That being said, balancing challenge is often something I’ve struggled with myself)

I really appreciate your comments about how to improve the platformer movement mechanics. I'll consider it in order to improve the experience. Thanks a lot!