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I had fun and the best I got was 10, but the controls/char controller stopped me from playing more.

Namely

  • no coyote time 
  • bad air control (just flipping directions?)
  • the side/wall collision sometimes wouldn't trigger
  • the ice platforms would sometimes slide and sometimes not so much
  • I just hate inverted controls, but that might be purely a me thing

To be fair, If the controls were tighter I would probably still be playing.

Also, the layout is a bit to RNG dependent. The start (before the player can jump on the fist platform) can take up to 8s and the text icons were quite far away from the player to check them mid-play.

Hi, I'm glad you had fun, and I'm sorry to hear that the controls didn't meet your expectations. Figuring out the platform physics ended up being much harder than we expected, so we had to make some compromises to finish on time (e.g. the icy platforms were the last effect we had to implement, so they're far from perfect). 

Thanks again for playing, and we promise to improve next time!

(2 edits) (+1)

Sorry if I sounded like a dick. I do mean well.
Making a solid controller is def no easy feat and I still haven't done so in bevy.

This twitter thread from the maker of Celeste is def worth a read (thought some stuff is pretty advanced).

https://twitter.com/maddythorson/status/1238338574220546049

And this is pretty cool too.

No worries, constructive feedback is mandatory for growth and improvement :)

The thread you sent has some amazing advice! I will definitely revisit this in my next platformer.