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Thanks for playing and that's a really good analysis.

I agree to the following points:

  • You're right that it would be better to modulate the jump high with the jump button itself, instead of pressing S or arrow down to fall faster.
  • The jump animation of the character is indeed one frame of the walking animation. You have a good eye for that. We decided it to spare a bit of time for other things.
  • The big ground texture is definitely something we have to change.
  • You can also be very lucky and avoid a lot of platforming. That's definitely true.
  • And yes the piano sounds from jumping/landing can be annoying over time.

But I disagree in the following:

  • If you know the end of the game, you will understand why we didn't created checkpoints. It's also some kind of roguelike feature. The game is short enough to finish it in one run.
  • This in mind, the game is not only lying through the Navi "Wisp". This is only the smaller lie. The bigger one comes at the end.
  • Some spikes are more visible than other, but that's intentional to punish careless players. It is, because the spikes are enlighten by a 3D directional light and the platforms cast shadows on it.

So a big thank you for this awesome crticism.