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The character is fast and can cover a ton of distance with his jumps, which is great. I love speed and mobility in platformers. However, this does make the first couple of level designs feel kind of claustrophobic to me. The distance between the player and their next objective is way shorter than their movement potential, and you can't jump around too freely due to the narrow gaps between platforms. With this in mind, I really like the design of the third level, which has a big open space, and the player really can utilize the range of their movement. 

Put it this way - the player's full jump height is roughly 80% of the screen height, which means that unless a platform is very near the top of the screen, the player is kind of always holding back when they jump. Also, when the player is anywhere above 20% of the screen height (on any of the paltforms), a full jump will actually take the player off screen. So you're kind of stuffed into the level. Maybe this gives points for thematic relevance? Willy is a young, free spirit in an industrial cage? lol

Sorry, this is a rather long-winded observation. I think the game was good. Just something to think about in terms of designing space.

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Hahahahah, you got it right boy, he loves his work so much!

Yes, we, before, were thinking something like Charlie Chaplin Modern Times type of level design if you know what I mean