Thanks for playing! Yeah the timings and buttons definitely need work. We're planning on touching it up a little and putting out a post jam release with a few missing features.
Sombrarrow
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Thanks! The wall jump is something that changed several times throughout dev time. Initially it was literally just the Celeste wall jump, climbing and all, we then paired that down to a more hollow knight style wall hang, then when we decided to incorporate a stamina system that controlled how many times you could wall jump we removed the wall hang altogether. Unfortunately that meant that the wall jump ended up needing perfect timing. We really should have kept a moment of wall hang to give the player a split second to decide whether or not to jump or fall down further. But hindsight is 20/20
Thanks for playing! the wall spikes were a challenge for us for sure. I just couldn't get them right. And we simply do not have time to work on it any more so in the game jam fashion we are shipping as is to meet the deadline before we return to our jobs tomorrow. It does actually have a pretty generous coyote time. Since we were going for a super meat boy/Celeste type of get killed a lot and retry immediately game some of the jumps I implemented basically require jumping after you leave the ledge. Perhaps not ideal but I think It fits the game more to lean into unforgiving mechanics.
-Wolvesbane