Skip to main content

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

I pretty much agree with what other people are saying. Too many buttons, inconsistent wall jump. 

It feels like you need three hands to play this. 

playing with WASD doesn't work because Q and E are right above it. making for example jumping to the left and changing to dark mode extremely awkward. But arrow keys don't work either because Q E and J are just way too far apart to press them with one hand. The best way to play this I found was to use both WASD and arrows at the same time and switch between them depending on the situation. 

Aside from control layout there are some other issues here. There is one platforming setup that comes up quite often where a moving platform needs to be jumped on in one mode while only visible in the other. Meaning you need to time it because it is fully invisible in the other mode. Combined with the wall jump sometimes not working and the poor control layout this was very awkward as well. 

I like some of the level design you have going on here and the art is great but unfortunately I can't get past how awkward everything feels. Would love to try a version with those things fixed.

(+1)

Thanks for the feedback. you have several valid points and people have said that the controls are awkward to use. Could you recommend me a keyboard layout that would work better? In my experience the wall jumps are mostly reliable its just that its not properly explained how to use them; when simply sliding down a wall and pressing the space key and no directional keys the player will do a small wall jump opposite of the wall, if they are holding A/D when doing a wall jump they will go further. 

(1 edit)

I'd say shift to switch between mode is pretty intuitive, at least that is what I defaulted my game to. then everything else can be bound to space, that being the jump, wall jump and dash. (dash is only available in dark mode so it shouldn't overlap with double jump) 

Obviously it would be perfect if you had key rebinding and controller support but just having one button for switch mode and dash and wall/double jump on the jump button would make a huge difference alone. 

As for the wall jump, I noticed that you have to wait for the slide but sometimes I still got a double jump instead. Maybe I was pressing the opposite direction to early or I wasn't close enough to the wall and was pressing walljump without entering slide state. 

Whatever it was I think that having to wait a second to enter sliding feels a bit weird. I assume you can only enter wall sliding state from falling and that may be the issue but I could be fully off base here.

(+1)

Thanks for the suggestion. Switching mode being bound to the shift key sounds like a good idea. I cannot bind the dash key to space because dark can still jump once; this would mean that you could only dash once you jump which would be a bit awkward. Regarding the delay between being able to wall jump I will try to see what might be causing that and try to make it more responsive.