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Thank you for the feedback. I think somethings are difficult to address, the movement system being clunky is kind of core to the game, but I can definitely work on the difficulty by changing the pieces around the game. With the last comment, would a system where you lose time but are placed back to where you were when you made your last jump work better you think? I appreciate the advice.

Yes. I think a game like this can either choose to reset the player's progress upon death to the start of the level or work with a timelimit and deduct time whenever you are hit as you propose. Currently it feels frustrating  when you die at the end of a level, since not only do you need to redo the level, but you also won't be able to get very far into the game since you lost so much time.

In general I dislike timelimits in games, especially in this one. It runs counter to the story elements you have in your game. The feeling that I'll have to play optimally to see all the content really makes me not want to put effort into it. But that's a personal gripe of course. I guess what I'd like the most is for the timelimit to be optional, something like a high score type of thing. But your suggestion would alleviate a lot of the frustrations.

I think that’s a really good suggestion, I think at least taking out the time limit hit for a start isn’t difficult and I’ll see from there if it  feels good enough after that. I’m terms of the time limit, as of this build what story there is tends to be behind time limits but the plan is to have lots of content you only see if you’re taking longer than usual, eventually the second part of the game after you clear it will be to just explore the levels, head back to earlier levels in the late game to see what’s going on later in the day. Currently designing more story focused levels for world one with much less challenging levels as well. Again, thank you!