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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!