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SleepyGooseGames

22
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A member registered Jul 17, 2024 · View creator page →

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Lack of inertia related to directional movement. Right now it is a very snappy stop in mid air when you let go of left/right movement. Not necessarily bad but some drift may make it feel better.

This is true. It makes the jump seem less realistic, but allows for more control of the character. I want to leave this in for now, and see how it feels after creating more complicated levels and obstacles. 

My intention is that the player will be able to do more difficult looking platforming, without too much difficulty. To make it more approachable to casual gamers (like me). 

If it results in to low of a skill ceiling, or other play testers don't like how it feels, we'll look into adding inertia. It's an easy change; Godot has a variable that can adjust this in the CharacterBody2D.

Thanks for the feedback!

Is mid-air jump on purpose? I can run off a platform and then jump in mid-air.
If mid-air jump is on purpose, then why can I not double jump?

You aren't the first person to ask this, so we agree this can be changed.It was intentional, since it allows for interesting puzzles that require that you fall before using your jump to make it to the next platform. But a double jump where the first jump needs to be on the ground is more consistent with what people expect.


There is a touch of lag in being able to jump again after landing. I feel like I should be able to jump a few frames sooner than I am able to.

There is a touch of lag when I change directions where it feels like I should be able to jump but can't

We'll look into it.

There is no input forgiveness on pressing the jump button a frame before landing having the control carried forward. Not necessarily a problem but it is noticeable.

That would be nice. Added to the task list.

Camera movement when high jumping should start a touch sooner. Right now it feels like the camera moves when you are at the peak of the jump only. A slightly earlier camera movement would add more weight to the height of the "high" jump.
Camera position on higher platforms feels odd. When you first jump to one of the higher platforms the camera position sits low still (the bottom of the camera shows a decent amount of space below the floor). On the first jump while on a higher platform the camera then repositions so that the bottom is essentially level with the floor, which has a lot of camera movement. Jumps on a higher level after the first one then don't feel as high because there is less camera movement.

We've got a task to improve the camera. This feedback will help inform how we change it.

There are a couple other fluidity issues when I am moving around and jumping at random, but I am not sure if that is a low frame rate animation issue or a jump control issue.

Yeah, the prototype animations don't all have the same number of frames. We'll check if this is still a problem after completing the animations.

Thanks for the detailed feedback!

Thanks for the feedback! These are good observations. We'll add them to the Trello board!

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Really amazing game. I swore a lot I also screamed a bunch. Great platforming puzzles and the wolves were all up in my business the whole time which was super suspenseful and I loved that.  

Also I played that for an HOUR? I did not notice that time go by and that's on you. Amazing job ;D <3

Love the hand drawn animations! They look awesome <3

The locomotion felt really slow which made it hard to draw the triangle. Good Work!

Cool game!

Loved it! The vibe and the art was awesome. Loved the game mechanics. 

Was hard to tell that the healing pick ups were healing me cuz of the delay and also I didn't realize til later they were hearts. 

Really great game!

I like the art style, music, and overall idea! Nice work :D

Nice artwork!

Really fun!

Had fun! I like the ending, I especially like reading dialogue like a hag lol

Would love the attack to be more noticeably upgraded. Would've loved a full directional spread.

Cheers <3

Awesome music!

I really liked the UI and puzzles. Really fun and very cute!

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I like it! Cool art, animations, and soundtrack! :)

Really enjoyed the game! Really fun to play! 

the platforming is really sensitive but the puzzles are fun to solve and I enjoyed trying to headbutt the ingredient into the pot when it went off course <3

Thanks Sprixle, we appreciate that! Thanks for playing our game! <3

Thanks for playing fellow Sleepy dev :D 

Means a lot to hear you like the art considering your game is gorgeous <3

The art is amazing! Super creative idea.
 I agree with some of the other comments about hitboxes also the attacks that had forward movement felt really good compared to the ones that didn't move. 

Great Job!

Wow! So majestic and beautiful!
Awesome game. For sure nailed the meditative infinite runner game <3

Love it!! Super chill.

Thanks for playing and the feedback Fluffow! We really appreciate it <3

Thanks for the feedback funkycruchy!

Totally agree on the feedback. The mathematical balancing and progression for sure need some work. Right now the moth and caterpillar are on separate spawn timers and in the future I think we should switch it to randomize what is spawned.  
Thanks for playing!