This threw me at first too, but quickly became less weird feeling and after 5 minutes or so it was second nature. I think its a holdover from when the mouse was visible while clicking and dragging. So dragging down and right to launch left made sense: like launching a bird in Angry Birds. But with the mouse hidden, that part of aiming is abstracted and people are conditioned to move in regards to the indicator so we expect moving the mouse left to move the aim left.
icecreamsocial
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You weren't kidding about the collisions lol
Not sure if there is an end to the level, usually just ended up with my falling through a solid platform into a never-ending abyss. If I managed to accumulate a good amount of potions they'd just end up falling through my cauldron at some point anyways. I dig the art though!
Aesthetically pleasing but left something to be desired gameplay-wise. Not sure if it was bugged for me but didn't seem like I could sprint at all. Just wandered around slowly failing to make jumps it seems like I should be able to make and then having to walk slowly back to the box to get another jump.
Looks and sounds great! Double jumping felt hard to do sometimes, perhaps some "coyote time" is needed to give some leeway. Great job overall!
Google translated to Portuguese:
Parece ótimo! Às vezes, parecia difícil fazer saltos duplos, talvez seja necessário algum "tempo de coiote" para dar alguma margem de manobra. Ótimo trabalho no geral!