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I see a lot of people complaining about the jump delay, I didn't really notice a delay so much as the way the jump locks you in place once you do it. There's no real way to jump forwards, you always jump directly up, although after the high point of the jump you can fall forwards a teeny bit. This was the thing I think that made the controls feel difficult to steer, IMO. Pitfalls were devastating.

Everything else seemed to work well enough though, the combat animations were implemented well and everything looked very cohesive!

(+1)

Yeah, I was experimenting with different air acceleration/friction, compared with their ground counterparts. Also, I thought jumping with momentum (ie when you run and jump) should  make a difference from jumping from idle (if you jump while running, you do jump forward).

Lastly, I wanted Josh's jumping to have a significant difference from his cat form.

Turns out, a jam is not the right timing for experiments... Or, is it?

Anyway, thanks a lot for playing. I appreciate your feedback! :)