It's probably supposed to be difficult but the parts with spikes above and below you are particularly difficult with the current falling acceleration. I also found the most success playing those parts with two hands so maybe it'd make sense for there to be a secondary change button further to the right of the keyboard.
Ainonaut
Creator of
Recent community posts
Really interesting idea.
I might change it so attack spacebar doesn't cause move spacebar, cause I had a problem where attacking a guy put me into a spot where I was just on the edge of a move block and it put me into a sequence I couldn't escape cause I was heading towards the corners of a hallway entrance and bounced on the corners.
The idea is still great and it's probably a low rate of occurrence issue, just pointing it out if you haven't seen it.
Edit: It might also work to put arrows in more places that don't directly head to the goal but do allow you to either make more wrong moves (in a good way) or escape somewhere you don't want to be.
Love the art
(this isn't not a huge problem, just felt kind of jarring for the intro)
In the beginning the camera did a snap turinging motion when I tried turning past the limits. It might be good to store the frame's turning amount in a local variable that only gets applied if the result is within your limits. Trying to clamp the result after allowing the input to have effect gives some weird results, at least when I played.