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Thanks, though I didn't actually get to change anything in the controls since last time except for ledge grab, preventing jump spam and communicating actions.

Ledge grab has many functions even if it's not apparent at first and some players appreciate those as a crutch or high skill utility.

I'll think about the gameplay. There's a whole other level of playstyle that involves platforming off enemies, so it's more of a difficulty curve and level design thing.

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I did like platforming off the enemies, that was fun. But level design where you have to pass movement skill checks completely kills the pace of the game.  Also i think it was two DDs ago I played? I can't remember now.

I think it was on last DD.

I did like platforming off the enemies, that was fun.

Thanks for clarifying, that makes the level design flow problems clear.