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I'm sorry, I underestimated the amount of brain fog I would have going into this due to sleep related issues, and playtesting like this requires a lot of mental energy for me. Nonetheless, I hope you will find it useful. 
 

I never expected anyone would finish wall jump tutorial without ever acknowledging it even exists. That would actually be funny if not for the final result. I have to bulletproof the tutorial.

As for enemy projectiles blocking yours my intention was to add some dynamics - it encourages not standing in place and shooting, and encorages switching targets. It also foreshadows projectiles hitting each other which is used for defense later on.

There's no delay on jump btw, it's all animation making it look like a jump with windup. I never thought it would be received kinda negatively.

Thanks for playing. Yesterday I was reviewing up to the middle of the night, so I know the feel.

(+1)

Regarding the jumping delay, I did notice a delay but I'm sure it was just normal input latency due to vsync. I'm used to playing games with vsync disabled to reduce latency as much as possible. It became noticeable because you have a timing based mechanic.

I never actually knew there was a tutorial going on except for the text I had read at the start lol. 

I gathered from comments and such that there's a lot more to the mechanics than I was able to uncover in my blind session. It looks pretty interesting. Hope I can try out a more polished version in the future.