Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

What I meant with bouncing off course was while moving. As it is, if you launch and encounter a rock, the player can slide along the side and snap back into the original line, and that feels jarring and unnatural. It's not only rocks, when encountering corners it happens too, though it's the only thing making getting over ledges not too difficult as the lack of momentum makes it harder than it should be. It's as if when throwing the yoyo you draw a line and make the player go along it at a steady pace, but when it encounters an obstacle not too steep to make it stop, it slides to the side and continues at the same speed along the line, but the speed along the surface of the obstacle increases, so the player's actual speed goes up, and when reaching the other side, it slides back to snap to the initial line.

Having control over the player's movement is not necessarily having the movement be 100% cut and dry. Take Getting Over It as an example, in that game the movement is everything but dry, it relies heavily on physics and is very dynamic, and yet the player is fully in control, if they know how to control it.

The rest of the game is really good, but this one aspect bothered me somewhat as it is supposed to be the main point in a platformer, and yet here it didn't feel like it. Maybe I have different priorities, but I would've rather the game be shorter, and with less cohesive drawings, but a better movement overall. I'm sorry if I sound aggressive, I really don't want to, in the end is your game, and everyone involved should be proud, it's among the better games I've played in this jam!

Your points are completely valid, thanks for the feedback.