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The correlation between pressing time and character speed is very clever. I think there can be more designs in the vertical dimension of the level, allowing players to repeatedly use that speed skills to pass. However, the theme of this game is not very related to this jam. It would be better if you could increase the relevance through some storytelling (such as player act as a bad guy). Additionally, I noticed that in a very dark level, many enemies approached me, but encountering them would not cause me any harm, not sure if that's a bug. Anyway great job!!

(+1)

thanks!!! 

▪I used this connection between jumping and speed as a way to bring variety and complexity to the player's movements, when you're going to jump, it's not just a jump, several things you have to take into account.

 ▪The more vertical level design is already being added in the game phases, unlike what I could do in this version, it will work in layers, like you have the top path which is the most difficult and which will make everything for you to go down or falling from it, there is the middle one that most players will end up falling on where there is a balance between platform and exploration, and the bottom one where there are paths more with slower platforms and less linear. 

▪Yeah, I know, I had a lot of ideas that I ended up not implementing in the final game.

 ▪I'm already writing the story and you can be sure it will be relevant, if there's one thing I always strive for, it's bringing a good script to the games I make. 

▪And the enemy is a bug that I forgot to remove in the final version 😅...