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There may be a lot of mechanics introduced in the first 3 levels but as the game progresses, I want to make sure they occasionally show up at times while certain "new" things would be one time gimmicks or less common.

I am considering a Lost Viking inspired thing so players can play as the younger sibling in case the command system is still difficult (I'm already making it so Players can no longer push them off ladders).

The Q combo system is because someone once said the game had too many buttons.

The idea of the passwords is that they always represent the current level you've finished, which I assumed was how most level passwords in games worked to begin with.

I just added a moving vertical platform in the area you said you got stuck in.

This game exists because I came up with a bunch of characters and felt like making use of them, which is also why later levels show completely different characters and themes.

Yes, from what I have played so far, I would prefer to control the characters individually. That could change depending on what ideas you have to do with the commands later, though.

The idea to use a key combination itself works well, but I intuitively try to use the directional key that would move the kid closer or away from the adult at that given moment rather than memorizing that left or right do fixed things.

What I mean is that the password I get by beating stage x and moving onto x+1 puts me at the start of stage x rather than x+1.

Part of the "right is follow, left is run" system is because it wouldn't apply to swimming which technically has "four-ish" directions as opposed to walking and climbing being both 2 direction based.