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Thanks a lot for the video. I always helps when I can see how players play and what they were writing about.

I think you would do better if you played the tutorial from the title screen.

there is a serious bug with physics, sometimes jumping has a random half second delay. I believe because it thinks it is still "glued" to a wall, as when hugging a wall, you can feel that it captures you and your jumps also are getting delayed, because they are now walljumps, or something.

No, you just switched to power jump (41:15 and 49:01), which works differently - it expects you to hold space to jump higher, hence the delay. There are no wall jumping mechanics in the game.

At one point (55:36) I got completely stuck inside the terrain and could do nothing at all.

Yep, that's a bug. The Power Jump charge did not cancel when you entered the slime pool.

Lewds for motivation

That's the long term plan, yes.

90’s style raw FPS movement instead of modern-day autoparkour style

I do not know what you mean by that. With that said there are many movement mechanics you did not take advantage of.

Customization - labyrinthine vs. execution based dungeon. I enjoy both the pathfinding and the jumping (apart from physics issues), but both being cranked to 100% is tough. Would be fun to play dungeons that are ONLY about pathfinding (labyrinths), or play dungeons that are just a series of linear jumpy rooms.

There are multiple dungeon templates in the game that do just that. You just did not get to experience them, because you were mostly playing on Baby Steps++ (which is the last "beginner" template).


I understand it is all meant to be a nice mental challenge, but having random visual variation (wall textures, props) in the dungeons, so that you can 'feel' where you are instead of tracking it in the head, would make game much smoother.

More decorations are going to be added in future. Right now you can memorize colours of hearts on doors and room layouts. There are also reinforced crates and potted decorations and figurines on shelves you can pick up and place wherever you want to help you find your way back.

No, you just switched to power jump (41:15 and 49:01), which works differently - it expects you to hold space to jump higher, hence the delay.

No no, I am aware of when I switched to powerjump (and did not fully understand how it works). I am talking about random delays in jumping. You cannot see it in the stream, because you cannot see the inputs. Even then it would be hard, because it’s just 100-500 ms, a clearly noticable lag when playing, but hard to feel when watching. It may be that the whole game is hanging, too, as it sometimes feels like frames are dropped as well. When it happened, I changed nothing about the selected jump, I did nothing, I just jumped a few more times and there was no lag anymore.