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Thin_Paper

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A member registered Mar 17, 2024

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(1 edit)

Yeah, one of the things that i would change if i could, would be adding more checkpoints. As you said most people dont plan on playing game jam entries for a long time but only spend around 10-20 minutes for each entry and a couple more checkpoints would have made the experience faster and less frustrating.

Thanks for the feedback!

Thank you for the kind comment, it put a smile on our faces when we read it :).

But i have to warn you, since this was made in 9 days for a game-jam, it has some bugs and it also is technically impossible to beat since we forgot to add an end screen that says something like "You win, thanks for playing!", instead you just fall into a blak void at the end of the last level. 

Thank you for commenting!

Im sorry the gameplay felt frustrating.

We definitely should have added more checkpoints/respawns (literally every comment complained about it lol), but since we had worked so many hours on the game and gotten good enough to speedrun it in a couple of minutes it completely slipped our minds that more checkpoints are necessary, since most people wont be landing every jump with their first try. So adding a few more checkpoints would have made the game a lot better for first time players.

Im not sure why the dash and wall jump felt unpredictable though. Could you elaborate on your experience?

We also tested how the game would function if the dash was reset every time the player touched the ground, but didnt like it since the game is based around you timimg your movement around the flashes duration. So we sticked with a 3 second cooldown on the dash.

We really wanted to optimize the game but sadly didnt have enough time (thats how game-jams are i guess).

Thanks for all your constructive feedback!

(1 edit)

Thanks for the feedback!

We were actually planning on adding volume sliders in the options menu, but we had procrastinated a lot of things until the last day so we had to cut it when we realised we wouldnt be able to implement them in a functional way without sacrificing too much time.

We also were planning on making more levels so the difficulty would have increased more gradually, but now it spikes too fast, and a lot of players get frustrated with how hard some of the jumps are.

Yeah i felt that opening the pause menu was kinda awkward in web, but i hadn't thought of letting the player change the keybind in the options. Probably should have done that.

Fun game. I enjoyed the gameplay and movement. The art was pretty good too. But that enemy sfx when they get hit gets pretty repetitive and annoying after a couple of waves and the laser attack seemed pretty weak.