Hi! Sorry about the late response,
all the art for the game was super quick and easy, most of it was just taking a solid color and then drawing texture onto it. I'm absolutely going to improve the art once I get around to this project again.
Zbot_
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The game is in alpha, this is the very first public version, so it'll be buggy! The new update that's coming out in a few days fixes all these problems and more! Except the pie. You can't collect it yet.
As for having a goal, there really isn't one yet. Games take time, and I'm still working on this one!
Thank you for commenting! :)
Woah, this project wasn't like anything else I've played for this jam! Took me a minute to figure out what I was supposed to be doing, but to be fair, I kind of skimmed the description... After reading it though, it made sense. Collecting moves on the map and having to collect the right ones and dodge the ones you don't want was a really cool mechanic, and it fits well with the theme of the jam!
Game seems really cool! I like the wave effects and the particles for when the rocks move, music was nice too.
Needing to scroll to turn was kind of difficult for me cause my mouse wheel is screwy, sometimes it scrolls in the wrong direction. That is more of a me problem though, and either way, I liked the simple controls and story!
Thank you very much for the feedback! My heart genuinely sank when I read this, I'm sorry about the physics and controls being so janky. You might like to know that I'm already working on a new release for the game where I try to correct all the annoying issues and a few more!
The screen turning black when you look down is because I tried implementing a shadow so it was easier to tell where you are gonna land. Thing is though, the shadow is so big it takes up the whole screen. I'm thinkin Imma make it so the shadow gets hidden when you're on the ground.
The slidey physics was the first thing I fixed after releasing the game. I agree the butter feet are really annoying, the player stops almost instantly upon touching the ground now. As for the speed boost mechanic, I mapped it to Shift on keyboard and LT on controllers, so looking up and boosting are a separate thing now.
As for the vertical level, being only the second level after the tutorial, I probably should have put a prompt to tell the player this- but the intention was that you'd do the speed boost off that platform so you wouldn't bonk your head.
Alot of these silly issues came up because, I had mobile support in mind, and I wanted to minimize the amount of buttons present so touchscreen gameplay isn't annoying. I definitely put alot of effort into the presentation and the character, but kind of skipped out on the actual game itself. I've already got sensitivity sliders so you can look slower, and I'm looking to expand the game with new levels, checkpoints, and multiplayer! Of course, not until after I patch what's already here up first.
Thank you so much! :)