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(+1)

silly observations: 

1.1 repeatedly crouchjumping has just a bit faster speed than walking and you can full height crouchjump by buffering one after a dive,, makes actually just walking feel a bit silly
1.2 this means its basically just a run button with marginally higher execution barrier and risk
1.3 the dive feels more natural at this crouchjumping speed than the walking speed where it feels kinda jerky / just a bit off with the larger momentum shift

2.1 death time is a bit annoying,, not end of the world and im guessing its a reference to the video or somethi but i havent seen
2.2 trap cycles not being reset after deaths feels a bit weh (think like celeste if youve played that)

3.1 springs in the tutorial took me a bit to understand that u just have to hold space and not time it or fall from a high enough height onto them,, not a huge problem but wawa
3.2 the non-jump spring bounce sends you nowhere at all anyway so idk why youd have that system in the first place (cant think of many places where that would lead to interesting level design) (again compare to celeste where its the other way around bc you have to make a conscious effort to not get bounced by springs bc usually you do want to be bounced and not just kinda stay in place)

Hey there thanks for the feedback and taking the time to play the game! I can give you some quick answers to the points you made!

1.1 This is intentional and is meant for people speedrunning the game and who like to go a bit faster. Its not like you have to do it. But I felt myself that I can speedrunning more fun if I add some other ways to move faster, I will not add a run button because that was already part of it in the beginning, but it had no real point was hard use with all the walljumping and diving. I am actually working on improving the movement controls and it will be updated for some future update.

2.1 In my opinion, it is pretty short already, but I can make the time u spend on a black screen a bit shorter, the animation with the music is in fact from the original source yes, so wont change that.

2.2 Thats just because the scene doesnt reset, and I dont see how it would improve anything to reset the cycle, u can literally just wait.

3.2 It may be different in celeste, but this game isnt similar in level design or movement physics. If you wanna compare it with other games, what about mario? Their Bounce pads also can be jumped on without instantly getting the full jump height, it just gives u the ability to time urself, instead of instantly bouncing off uncontrollably.

Thanks again for your feedback. I wanna make the game as good as I could possibly make it, and things won’t be perfect, but I want to work on it to make it more enjoyable for people, so feedback really helps.

(3 edits)

For the springs, how about adding a little animation (Like less than half a second) of Runbo getting ready to jump? The player can press or hold jump during that time to get the super jump. The springs felt like they were bouncing me too early, and I lost control of my character too many times and died during the tutorial. When I jump on the spring, I instinctively try to time a jump, but doing that made me not jump like I thought it would, and promptly died.