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Thanks for playing and for your feedback!

Even if no one realizes, there's actually a cooldown for dashes, but is of 0.1s haha

Wanted to atleast prevent big spammers from being to op and to prevent some kind of cheat ig

But noted, making it atleast noticeable 

Didn't have much time for the sfx (added the map and the music on the last day), but definitely is something important thar I'll have to checkout 

Can I ask you the reason for the character being bigger? I feel like it would just increase the hitbox and make it even harder 

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Ah, okay, it's good to know there's a cooldown, even if it's just 0.1s! It was so subtle that I actually thought I was cheating XD.

As for the player size, sorry for the confusion. I meant the scale of the player relative to the screen (i.e., the ratio of its height to the screen height). For example, in Celeste, the character's height is about 10% of the screen height. In your game, it's only 2%, so it occupies very little space on the screen. Zooming in a bit could increase the focus on the character.

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Gotcha
Feel like the zoom should depend on the speed of the character, and since I was going for a more "speedrun" kind of thing, I unzoomed a lot
But once again, Celeste is a "speedrun" game too, so idk hahaha
Think it also has to do with the fact it's a metroidvania, so there are different direction to go to, whereas in Celeste it's rather linear so you don't have too see where you could go

Although I probably should have modified the zoom of the camera depending on the room the player is in, and when I made the grappling hook, I realized the zoom wasn't correct at all for its use (hence the unzoom part), and that's where I realized that maybe I should have modified the zoom depending on the rooms
I think I actually did it for 1 or 2 rooms at the end, but should have done it more