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It's always tricky to get the platformer physics right. Here I think it's mostly fine but the first thing I would change is the way you move in the air. When the character jumps forward, I expect that it will stop its forward momentum when I stop pressing forward. It makes jumping on platforms much more precise. For example, you can add in your code values for air deceleration and ground deceleration when the player stops pressing forward.

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To clarify: Are you talking about when the player jumps forward and hits the rocks and still continues moving forward with you holding the “D”  or “A” key?

I mean when the player is in the air going forward but you stop holding D or A. In most platformers the character starts to slow down quickly. As a player I think "If I stop holding forward, then I should stop going forward"

I see your concern and we welcome feedback like yours 

We had to put in a little bit of challenge however since we were under a time constraint if we had alittle more time we would’ve fixed this as the game would’ve had more levels and challenges as described in the READ ME log