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(+1)
  • The movement definitely feels a lot better now, but I still think the acceleration could be a tiny bit lower.
  • Thanks to being able to aim attacks, I noticed that the ground in the first area has some layering issues.
  • The dash needs a minimum speed to activate so you can't do it while standing still.
  • The air control still doesn't feel right. I think that a maximum-height jump from a standstill from this position while holding left the entire time should make you land around the red line here:


Yeah I should have tweaked the foreground tileset to have fully blocked out ground and saved it as a separate file, I was just copying a doodad tileset for it, no biggy. 

One thing about the time dash is it actually has some uses even if you're not moving. It jumps you and any platform you're standing on and any physics object you're holding/throwing all fast forward through time. You can see it if you stand on a platform. It also means you can use it to dispel timed debuffs earlier, or other such effects. I figure it shouldn't be a big issue if players derp and use it for no reason, since you can just rewind time and be refunded any spent time juice.

I'm still not sure about the air control. I feel like a precision platformer benefits from having more air control instead of less. In that last update I changed the acceleration (240->200 ground, 240->120 air) and deceleration while held (380->500 ground, 380->250 air) and a bunch of other parameters. I feel like if air control was too locked into your starting speed, it would be harder to land on moving platforms. I do want to strike a balance with it, so thanks for the feedback, I'll test it out