When I saw that UP, "W", and spacebar all jumped I decided to spam all of them to see if I could break the game. Surprisingly, it didn't, but what did was the infinite coyote time granted to the player that allows the player to infinitely jump up walls as long as they collide with a wall while falling. Players also have a double jump by default as long as the hold jump for long enough when jumping. Lastly, the screen transitions sometimes bug out essentially softlocking the game, which isn't a huge issue except there are no saves or respawn keys! It has great art, audio, and polish, but I feel like the game needs a bit more challenge to keep the player engaged. Loved the witty wall text!
Viewing post in Indiana Jumps and the Tomb of Doom jam comments
nice, thanks for spamming the inputs! I think you can thank the Unity Input System for that, I just had to bind all those keys to the same action and cross my fingers that they work together!
Sorry about the soft locks, I’ll see if I can put in a reset button… it’s been hard for me to replicate that error to fix it
Also, you have a good eye about the jumps! Technically speaking, I decided to try it so the player has “one jump” that gets reset on the ground, but you can spend it in the air falling if you want to
Thanks for the feedback!!!