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Haha I'm glad you enjoyed it.

as others have said, the jump is a bit floaty, but what bothered me more was having to fully commit to each very long jump, you couldn't do little hops. There were a few places where you had to climb some little steps and this made those areas a bit tedious.

Yep, its definitely time to move away from floaty characters. I get the committing to a jump. I would have loved to implemented variable jumping, but I haven't tried since Shapeshift Shatter. My implementation worked, but its one undesired behavior was that you'd get this extra little hop. Although I thought it was neat during development, like a reward for a solid jump, players absolutely hated it. It wasn't until I played it a week or so ago that I realized, its awwwwful.

it was never clear to me if I was breaking the game by using the dash move to jump in mid-air. As I progressed deeper into the game, I began to feel more and more like this was intentional, but the first few times I did it I couldn't help but feel like I was cheating.

I didn't initially intend to have jumping be available during dashes, but decided it might be nice to use it to jump long distances or cancel it out.

The opening area is quite small but I looped through it quite a few times before I realized I was missing the exit leading to the first power-up. I ended up having to check the map to see that there was a door I had missed, which in itself isn't really a problem, but I think a bit more sign-posting that there's an exit there as you're running through that room (maybe some lead-up platforms or something) would have helped.

That issue was something that popped up a lot the few times I was able to watch people play. I really should have just added a tile or two to indicate you could jump up.