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(+1)

Ok... Lets go over a couple things. 

Checkpoints: I'm glad to see that a platformer in a jam has them, and sectioned on good respawn points.


The, Imma call them, Gravity Wells: nice mechanic and, surprisingly, intuitive, as someone that dislikes lengthy text dumps as "tutorials" it is great to see a game use it's mechanics to tech itself, via environment and level design rather than text. easing in the different colors and functions on sports that we can clearly see what they do.


A thing, small one, that did got in the way of the game controlling a little better is that I think the wall jump raycast was killing  the jump height if you jumped near something that was a higher, even if by a tiny bit, level than were you were standing, a bit annoying to get around, but doesn't hurt the game that much, only makes the player have to plan around it.


To conclude. Art and music were nice. With a couple little adjustments and a bit of polish, you got yourself there a neat little platformer. Good job on the game

Thank you for playing our game, for the kind words and for the feedback!
The jumping thing is due to the wall jump raycast triggering a wall cling even when you're still jumping, it is one of the choices that i didn't think about too much and now regret, and a thing i'm going to fix in the post-jam patch.

(also, gravity wells is a really good name lol, rolls off the tongue better than gravity zones which is how i've been referring to them during development)
Again, thank you so much for your feedback!