I wish I spent more time planning out the levels beforehand so that the learning process becomes natural. I'm happy to see people managed to master the system even with my bad explanation and lack of levels. I appreciate it a lot!
MoonDelight
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it was intentional to take away air control but as I said in my other comments, I feel like I didn't do a good job explaining that aspect of the game. I wanted each jump to feel like a commitment, with the double jump being the only way to change course and adapt. Unfortunately, I didn't manage to explain this through text or through levels since I ran out of time. Thank you for playing though and I appreciate the comment!
It's definitely not you. Due to lack of time, I had to put all the information on the starting screen which is not pleasant. Considering how strict the jumping is(inspired by fighting games), I should have put more effort into making the experience smooth for the player. In a perfect world, I would have made around 5 to 6 levels that gradually teach the player how to use the jumps/airdashes. In any case, thank you for playing!