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Thanks for the criticisms. Ultimately I spent a little too much on backend coding and too little on the actual level design which would probably attribute to your first point. I had a few more ideas on puzzles using the checkpoints that in the end didn't get time to work on/put in. I was also wary of not wanting to make it too hard as it's a jam as well.

Definitely want to see what further I can do with this backend though - I won't be continuing this game directly but interested to see if I could come up with a good prototype for a platformer level. I'll keep in mind you point on the acceleration going forward.

No problem! Usually, platformers have 100% sensitive player movement, so that would mean if you switch from left to right, it switches instantly. You could also take inspiration from platformers like Celeste for the character controller. And as for the first point, I completely understand. Usually I try to scope down to the point where I'm making a really small game with few levels completely based around a unique and fun mechanic, so I'm not spending time on things like art, and that's what has had the best results in the jams I've done.