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(+1)

I really like the idea and the gamplay. The controls seemed to be a bit too stiff for my taste.

Thanks for playing and the feedback! If you don't mind me asking, by stiff controls was it the choice of buttons/controls that made it feel stiff or how the character responded to your controls? I'm just curious what we need to look at the most for that. The controls are re-bindable but if the default controls feel cumbersome, we may want to use a different default to avoid that feeling. But we also currently lock movement once you make an attack so if that makes it feel stiff or unresponsive, I might want to revisit that. So I was just curious what made them feel the most stiff.

(+1)

I had a hard time attacking the enemies. Often they were just a tiny bit above or under the hitbox to get them.

And I struggled a bit with the double jump, i haven't found the pattern how and when i can double jump.

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I really appreciate the details! The hitboxes are definitely a bit finicky. I'm planning to add an attack that goes below the player so that will probably help cover the bases for attacking enemies a lot better than the current version. The double jump part makes me realize that I never mentioned or explained the double jump in the how-to or anywhere else, whoops! Essentially you get one mid-air jump that resets whenever you touch the ground. So if you fall off or drop through a platform, you only get a single jump. I'll have to put something in the page description about that to help clear that up too.