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The game is very much not my cup of tea as I cannot progress past the first half of the first level. What feels weird to me:

1. Why gravity is upwards?

2. Why horizontal movement is in flaps? I.e. each press moves you a certain amount instead of the longer you hold the more you move. I can understand vertical movement to be in flaps because gravity and good timing can get you whereever you need to be, but for horizontal movement, it seems weird.

Hi, let me answer

1- The inverted gravity was made on porpouse cause it changes how the physics work, making you need to be more in a rythm to pass through the levels. It also wasnt just an addition cause I could, because I designed all the levels around the inverted gravity and physics.

2- This is the first time someone said movement is in flaps, could you go more in depth of what you mean?


If you got more questions send them here. Also for more help in understanding the game's controls, theres 4 tutorial levels called "guides" in the level select, or you can spawn a player instance for testing jumps

1- I still don't see why wouldn't you invert every level to have the gravity normal.

2- I mean your vertical movement seems very much like in Flappy Bird: each button press sends you "up" by a fixed specific amount (of speed). I thought the movement is the same in horizontal, but after trying the "guides" you mention, I can see that I was wrong. There is nothing wrong with the movement.

There is a problem with the difficulty curve. Your "guides" are actually tutorials. So I would suggest to put them as ordinary levels just before  the level where the corresponding mechanics occurs for the first time. Otherwise, nobody is going to find them. Also maybe have much less difficult (or much shorter) levels at first; I think you start too hard.

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Thanks for the answer, will try to apply this feedback in the next 2D game I make 👍

Helps me a lot to make games better

(Also veggiequest is awesome, you make really cool games)