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jship

7
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A member registered Mar 12, 2022

Recent community posts

Here’s a 3:05.44 run I got on the Steam release. Game is so fun! There’s plenty of areas for me to improve in there, so I suspect a 2:30/2:40ish time is definitely doable. Thank you for adding the quick restart.

Congrats and good luck on the launch! I’ll definitely be picking up a copy on Steam.

HOWEVER, you’re giving me an idea where it could speed up a lot if you get the double jump in, say, under 2 minutes (which would prove that you’re speedrunning!).

That sounds fun!

Quick-restart is another thing that I don’t want in the game off-the-bat since a new player accidentally clicking it would be very sad, but maybe I could bury it in a menu or cheat code somewhere… hmm

Maybe it could be a key/button binding that isn’t mapped by default. That way, new players wouldn’t accidentally trigger it unless they explicitly mapped the button.

Stats summary is also a neat idea! I see why duration of a run but I’m less clear on the usefulness of single and double jump counts, could you explain why you want those?

The jump counts would be for rough understanding on run optimization, as a supplement to the run timing. I’m thinking of it from a Jump King POV, where the stats summary shows jumps and falls. Competitive timings for runs in JK’s main game will always have 0 falls, and the jump count is a squishier number but typically the lower it is, the more likely the run timing is competitive. A low jump count can be a rough indicator that the player optimized their longer jumps and slides so that they had to do very little (if any) short-hop jumps for micromovement/repositioning between the longer jumps, and also that they made few mistakes/falls in general. I didn’t notice a timing penalty on falling in To The Flame (no faceplant animation), so falls probably don’t make sense to show in the summary, but jump counts could still provide that squishier indicator of run performance.

In addition to the speedrunning angle, it also might be a generally fun number for added replay value. Even if a player isn’t focused on speedrunning, they may want to replay the game to work towards decreasing their jump counts from previous runs.

This game is great. The double-jump opens up a lot of movement potential, and it’s genuinely a blast using it in different ways. I can’t stress enough how nice the movement feels in this. I loved the music in The Tower, and the visuals/atmosphere throughout are very well done. The leaves on the trees and shrubs have this beautiful effect where they look painted.

I wonder if the spider should be made more punishing by increasing it’s speed, improving it’s tracking, or increasing hitbox size, etc. I think it’s a novel mechanic for a Foddian game, but I didn’t really have to interact with it much. After the first couple encounters with the spider, it didn’t feel threatening because it’s very slow and double-jump + short hops let you schmove around incredibly fast. I found the spider easy to dodge even when it was very close. There were times in tight spaces where the spider was in the way, and it felt more like a waiting game for it to move rather than a threatening moment.

From a speedrunning POV, adding a quick-restart shortcut button would be a welcome addition, though I’m sure this could also be handled via mods. It would also be neat to get a stats summary at the end, like the duration of the run, single-jump count, double-jump count, etc.

Thank you for making this excellent game!

Thank you!

Thank you for building this asset pack and including the Aseprite files too.

Heads up that for the black dominoes in the largest scale (s3), frames 7 and 8 are both 0|3 tiles and the 6|6 tile is missing. The white dominoes in this scale are complete though.

I’m guessing all units can walk over lava as long as they don’t end on a lava tile. I tried with the worm and it can also walk over lava.