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Sorry about that. I’ll take a look and see if I programmed something game-breakingly wrong. Is there any chance you weren’t holding down the jump key long enough?

I implemented a “jump-cancel” if you release the key before the jump’s apex.

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I held down w and jumped repeatedly. Eventually after 20-30 jumps it did jump high enough to get over the first wall. I'm playing the web version in Firefox and also same results in Edge. Maybe the jump cancel is mistakenly taking effect for all jumps?

I’ll have to add a note to the game page. I did test the game on chrome/edge/firefox on two different machines. But Godot 4 web exports are unreliable at best right now.

Thanks for letting me know!

You're welcome. The art and animations look really great.

I saw you posted your code on github so I took a quick look. I don't know if this is the cause or not, but could it be that the random offsets you're applying to the player position are affecting the jump? Only reason I think it might be related is because the jump does seem to go full height sometimes, so I could see the issue being tied to a random variable.