Thanks for the feedback! Yea, I accidentally missed the line of code to lock the frame rate at some point when I was doing a refactor to get those menus/story screens implemented, so the movement is definitely messed up as a result of that. I also realized that the resolution I decided to go with was not ideal a bit too late to do anything about it. I was developing on an ultrawide, and I didn't even think about other resolutions - definitely something I'll be keeping in mind in the future. The player collision detection with the walls is something I was having trouble getting working just right, but I got some feedback post-jam that will likely make it better in the future.
adc4392
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I don't know that it fits into the mechanic all that well, but I think the slingshot mechanic was a lot of fun and could make for an interesting platforming game. Having an infinite amount of time to aim the slingshot made most of the maneuvers pretty easy, so maybe some sort of "focus" or "stamina" system to limit how long you have to make your shot would make it a bit more challenging.
I also have to agree, I didn't really use the dash. Maybe if the slingshot had a cooldown you could make sections where you needed to slingshot + dash combo to get through. Overall I really enjoyed playing this.