Ah, right! Yeah, that'll be an unintended "feature" of me stupidly using getAxis as another jump option instead of getKeyDown. Thanks for the heads up about it :)
pad.3
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Great game. I love the idea of having to try and remember my exact moves to beat the level. The spirit enemy is a neat way of forcing the player to not rely on slowly moving forward. If there was some kind of visual tether that got stressed with distance, or just a meter which told you if you were about to get too far away from past-you, that would be a nice addition.
Wow. You have made me unbelievably sad (in a good way, I suppose haha). Amazing story-telling and the music and art fits perfectly. Platforming is simple but effective, even though it didn't need to be; you probably could've made the gameplay filing taxes and I still would've kept playing just to read the next text popup :)