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(+1)

The movement feels a lot better, not running into as many issues. But there are still a couple really weird edge cases I'm noticing, had a thing where I tried to latch to a wall and the character was latched but flipped the wrong way around somehow. Jumping didn't send me away from the wall. Also the square platforms after a point are just impossible to latch to the sides of or ledge grab on. I can still jump off them, but I just keep going in the same direction so I just fly up it and then eventually shoot off to the other side, only by ground slamming can I avoid that.

I think this is because the edge needs to hit a certain collider for the player to reach for it, so, say, if shadows box collider hits the edge of a platform before the edge detection trigger does, then it treats it as a normal ground tag, so, if you jump before the edge reaches the trigger, the player will jump as if he's on the ground. 

This is actually intentional. There are ways, if you're really good with the movement, where you can exploit this to skip having to climb the edges, which could save you several seconds, which is really big in speedrunning, which is a big target demographic for this game. But I can see how that could be annoying or not very obvious.

Would you say you'd prefer for the player to always grab the ledge when you hit one, say, set jumping and moving to false if the edge is within a certain range, or would you think it be sufficient to bring attention to this? I do actually plan to implement a tutorial in the near future, so, if the latter then I could make this obvious in the tutorial level.  I can do either option, but I would like to get some more opinions on this matter as well.

If you'd like to play the game further, try waiting a moment when you hit the edge of the platform if the player doesn't immediately grab it. The trigger for the player's edge detection is near his face or a bit higher, see if that lets you get a bit further until I've come to a proper solution for this.

Also, with the wall collider mishap, this is because I made a few of the wall colliders too short, so the player is hitting the ground collider behind them. I'm in the process of fixing this now, but I need to go through every ground chunk in the game to move the collider slightly out, so it may take a couple updates, since not all of the wall colliders are even placed yet. After the 10th or so screen only wall colliders on ground chunks that are necessary to complete the "true" path, or the path I think is the most obvious for beginners, are placed. I'll add this as a bug to the page. To avoid this for now, just try and press the arrow key pointing towards the wall of any ground chunks. I'll let you know when this issue has been fully resolved.

I'm glad you liked the level design!