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(1 edit)

This is an incredibly smart concept, and remarkably polished too.

I feel that the level which introduces the spiders should have had something on the left that shows that the character can jump farther when running from them. And I also wish that the character's AI was a tad better (which is rich coming from me, the bots in my game could not be dumber). It seems she's programmed to move towards the level's ending, which is fine for the most part, but I feel like when the end goal isn't visible her priority should switch to exploring in the direction of the window edge she's furthest from that's not in the direction she came from. In my opinion this would allow the player to better mimic the cameras in actual 2D platformers (for example, think of how easy to navigate Celeste is despite how oddly shaped a room may be simply because of the camera's position, or the camera position in the original Super Mario Bros which I'm sure you've heard about a million times already).

Overall this is a great game and a really strong contender for top 100!

Also, the menu gimmick was funny.

Ooh, great suggestions on how improve the player behavior! Regarding the spider level, not sure what you meant by "something on the left". We will widen the gap in the post-jam version a bit to make it obvious that the player cannot cross it without doing something special.

Something like a gap or shallow pool of water that she jumps over. Just something to indicate that spiders increase her jump distance. I got stuck on the main jump of the level for a bit, and only found out the solution by chance (I'm also bad at games, so that may have been the cause).