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(2 edits) (+1)

It might just be the fact that I'm a fan of a rather esoteric game, but I was really hoping for horrible drifty controls and a short multi-jump. I don't know how well known the game "Joust" is but whenever I see a knight with a lance riding on a bird, I hope for the terrible controls of that legendary classic. I understand that this isn't a "Joust" metroidvania, but I still think that the concept  should still be thought about. Rather good for an unfinished game, I just wish the bird had a bit more inertia!

The title for this game was literally called "JoustDX" during the prototyping stage, and is a love letter to the game and other nes action platformers like Castlevania 1 / 3. The issue with "purposefully" having terrible controls is that it becomes more of a net negative than a positive. When I finish the game in the new engine, I will consider making a "Painful Reality" setting to turn on slidey physics.

(1 edit) (+1)

I got a little excited when I realized that colliding with an enemy at a higher altitude dealt damage the same way though! Perhaps having a sprint upgrade that lets you move really fast, but turns on inertia would work! Lance doesn't really do anything although you can swing it.

Yeah it says as much in the instructions, I basically have to abandon this game engine and start over, as my game is outside the scope of it. I’m looking to move it to godot, where I’ll be able to truly mimic a console experience.