Thanks for playing! How exactly were the controls unintuitive? WASD is already being used for movement, and I thought space/shift would be familiar to most people due to its use in Minecraft. Also, the controls don't change at all when you swap characters, so I don't know what you're talking about there.
olsonexi
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Yeah, I didn't have time to make very many levels cause of the jam time limit. I'm definitely considering continuing to develop it and adding more mechanics and levels. Thanks for the tip about the bug in level 3. I was able to find a fix for it, so now it shouldn't be a problem in any post-jam releases!
Very fun, well made game with a great art style and quite a unique mechanic! I just had a couple of small issues. First, you should be using the physical key locations as inputs rather than the character the key represents. It's a pretty easy tweak to make in most engines and makes your game easier to play on keyboard layouts other than qwerty. The other issue I had was that the first level that introduces the main mechanic doesn't really explain anything and it's kinda hard to figure out what you're even supposed to do at first. Once I got the hang of it, it was fine, but a bit more of a tutorial would have been nice. Still an amazing game overall despite those issues. Keep up the good work!
The graphics and visual style are really good and the concept is interesting, but it only kinda sorta barely fits the theme, and the part with the cannon is impossible. The puzzle with the three letters is also complete nonsense. I have no idea how I got past it and I probably couldn't do it again. You also probably shouldn't call it a "controller friendly game" when typing on the keyboard is required for the password puzzle.
Interesting idea. Could definitely use some sound and music. I didn't realize initially when the game had started, and it wasn't immediately clear what I was supposed to do until I scrolled down and read the page. I really like the visual style though. With a bit more work this could easily be a great game.
Interesting game. I like the idea, just a couple of critiques: the movement really doesn't feel good. Maybe try adding some acceleration at the start and deceleration when you stop and make the jump a little less floaty. Adding little tricks like coyote time and jump buffering would also make it feel a lot better. It would also be nice if the camera followed the player more exactly instead of lagging so far behind when you fall down a long way, that way you can see and avoid things that would hit you as you're falling. There's loads of potential here, and with just a handful of changes, it could be a really great game.