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(1 edit) (+1)

I really think you need to make it so that there are less pixel perfect jumps, add a reset game mechanic, and most importantly, not force players into a speedrun. As a dev you end up testing the entire world at set points so it can be easy to forget how difficult the game is to new players (I too am guilty of this). The wall jump requires insane timing to scale walls, and the timed sections are incredibly unforgiving. Still, if you present your game with a timer I'm going to expect you to have a time that is hard to beat. 6:30 was no challenge at all. Still, I got some enjoyment out of the game.

In the future make the hitboxes of the damage zones more visible. For example, don't use black on dark grey, damage zones require high contrast and visibility. It took me a while at the beginning to figure out why I kept dying .

Thank you for your feedback.

There is a reset game mechanic somewhat in the form of pressing P to reset to the last checkpoint by the way

I do agree with the funkiness of the wall jumps and the fact some parts are a bit too difficult, though I dont think there are really any pixel perfect jumps

If you're referring to what I think you're referring, those small jumps that start in Room 4 and return in the first chase and last chase aren't really pixel perfect jumps, it's really just jumping and pressing dash at the same time


Also, i'll remember to make damage zones more visible in the future, thanks for pointing that out.