This version is no longer available.
I'd love to know why you think the steam version is worse - everyone has a different opinion on this.
Thanks for your feedback!
I don't think it's necessarily the checkpoint system that's the issue - I think it's just the difficulty ramp of this prototype is WAY off because I obviously have played this game a lot throughout development so I overestimate what beginners are able to do.
I did think about the system you described, but the issue is that a lot of players will bounce around on the saplings instead of actually touching solid ground. It might be worth looking into though.
The wallrun has been a major focus in the last few weeks of development. I'm going to change the way that the islands are shaped so that it's more clear what you can wallrun and what you can't. But if you can give more details about how it feels clunky, I'd really appreciate it!
I'd love you to give our game a try - your feedback on Spring&Fall was really good in the last game jam!
https://dillonsteyl.itch.io/bloodbucket
Keybind system will come eventually - but it is not a priority as the key purpose of this stage is to build up the main gameplay loop, not fuck around with adding settings etc.
Melee already exists - it's a momentum-based system wherein the damage you deal to an enemy is based on how fast you're going when you collide with them.
I don't believe a sniper would be appropriate for this game - this game is about going fast, and I think a sniper would encourage people to slow down and eliminate enemies from a distance which is not in the spirit of the game.
Really appreciate the suggestions!
There's an official server now, as well as a new version of the game that is currently in development! You can playtest it by joining the discord here: https://discord.gg/2zDR2MCQMw
Oh, fair enough!
The game is not very well optimised. It would be a good idea to implement LODs and reduce the tris (especially on the grass). Also implementing some graphics settings would be helpful, I'm sure the shadow resolution is a bit on the high side too. Please keep me posted, I really appreciate you communicating with me on this and helping out with your feedback.
I believe this is a bug that occurs only on low-end machines. What are your specs like?
Not exactly sure why, but I didn't have time to optimise the game during the one week development timespan. I don't really have a low-end machine to test on.
Thanks for the info - hopefully I can resolve this issue in the upcoming weeks as I continue development