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(1 edit) (+1)

Brutal game, but pretty fun tbh, with a few minor frustrating things.  Here's just a few specific notes:  

One of the most precise inputs is delegated to left shift which uses the pinky finger.  My poor pinky was not built for this much precision platforming!

I think giving the player a bit of bonus upward velocity when using the bomb jump would make it feel better and more intuitive to use.

Stuff like having like a split moment where the player pauses before being pulled by the grappling hook, or having the grappling hook still pull for a bit more after the wall its attached to phases out might help with game feel and make timings a bit more forgiving for some of the tricks.

I have a pet peeve against spikes being lethal from the sides, and especially from the back.  If it's not important to the gameplay, I think changing the way they work would be a nice QoL change.  If it is, maybe they should be aesthetically replaced with another hazard.

I got to the volcano level and stopped, but I'd really like to try again soon.  Really nice entry!

(+1)

Thanks for the feedback! It’s not often you find someone willing to give honest criticism out of fear of offending the creator, so I really appreciate it!

Development has continued past the end of the jam submission period for a post jam release! To address your concerns:

- Support for setting custom controls has been added! I just need to create a UI for it… bleh

- The repulse blast is intended to have 2 main uses, those being a momentum booster, and a momentum stopper. This is a failure on the level design in my department - I wish I had some more time to run it through testers to establish better ground rules, but alas, it’s in the spirit of game jams that there will be issues. Usage as a double jump isn’t super effective - but using it at the same time as a normal jump creates a massive super-jump, and using it while grappling or traveling airborne nullifies huge amounts of momentum if used in the opposite direction. I’ll do better to explain this in the post-jam release!

- Allowing a short “coyote moment” before pulling seems cool! I’ll have to test that out myself and run it by some others to see if the general feel is better, but I love that idea! As for pulling through phasing-out walls, it actually already does this. If you hook to a colored wall, then swap colors, you will continue to pull yourself all the way through the wall, and maintain momentum when exiting the other side.

- Spike hitboxes have been adjusted to be more lenient. I actually thought I did this in the original release, but I looked through the source code, and I guess my change never ended up making it to the commit? Regardless, another victim to the game jam deadlines that’s been fixed for the post-jam release!


The number one problem I’ve seen with the game is that it’s too difficult for most people, and I 100% agree. It was originally intended to satisfy those interested in high-precision platformers, but I understand that’s not everyone’s cup of tea - I’m in the process of swapping around some of the challenges. The base game will be made much easier, and the more difficult screens in the current game will be re-purposed into “challenge leves” available after a normal playthrough.

I had a ton of fun making this game, and I’ve had even more fun receiving real, constructive criticism from players that makes for an more fun, more polished, and all around better experience for the post-jam release! Thanks for playing, and thanks for the awesome feedback as well!