Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(1 edit) (+1)

Wow!  thats really good :)
The idea is fantastic and the execution as well, it has a "serious" atmosphere inside each room with the darkness and saw sounds, but the funny music kicks in and you see this funny look fella, it works very well.

Gameplay wise its also very entertaining, the only thing i would change is the fact that there's some kind of a delay between each clicks (i used the mouse), u can't really change direction and jump right away, its not very snappy or responsive.


great submission!

Thanks very much indeed!

I'm glad you like the contrast in atmosphere. It really shouldn't work but does! I think it reflects my own slightly morbid sense of humour, too :D

I'll look into the change direction/jump issue, but I don't think there's a delay of any kind, beyond perhaps the actual exact same-frame, if you see what I mean. As I've said elsewhere, I wonder if it's more about the jump happening on the key-up rather than key-down (or mouse-up/down) that makes it feel delayed?

Thanks for playing and for your great feedback!

(+1)

Yep, that's defiantly it :)  

Jumps are usually GetKeyDown, not Up.

I understand the need for it with high/low jump, but u should be able to implement it with down on jump and on Up check the state.

I'm not sure exactly what you're suggesting but I've had a fiddle with the jump today and I think it feels a little better now.

I really want to keep the jump on key-up as that produces a need for timing when you want to do a big jump. I also prefer the hold/release mechanic of wall jumping.

What I've added are:

* A micro-jump on key-down that blends with the main jump if you tap/release the key quickly. You can just see it when you hold the button and the character goes into a crouch (which just looks like 'animation' in that case) but does mean that the character's jump technically begins on key-down now.

* a subtle sound effect on key-down, adding a modicum of feedback.

* a fraction of leeway with checking whether you are on a platform, meaning slightly late jumps are registered.

I've uploaded the WINDOWS build to v0.2, alongside the jam entry version, if you fancy giving it a try (absolutely no worries if you don't, ofc :D

Cheers!