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(+3)

Love this so much, it’s full of soul, and weird as heck. Great music choice. I’m happy to see someone went with the “philosophical” interpretation of alchemy as transformative change (becoming golden and sun-like!), Carl Jung was famously (and weirdly) into this stuff.

If you haven’t seen it yet, Tarodev has a great video on what makes a platformer feel great. I think the lack of Jump Buffering is what made it feel kind of sticky on the jumps over snakes. (And as other people have noted, checkpoints would be cool!) https://www.youtube.com/watch?v=3sWTzMsmdx8

(+2)

Thank you very much for the lovely review! Glad you appreciated my rather unhinged take on the alchemy aspect, I do like my Jung :D 

Spent the entire day wrestling with Godot to figure out a checkpoint system to no avail, but I will keep keep trying. I hope I can get it working before I run out of time. The jumps indeed suck right now, this is why I ended up temporarily patching over the pit falls with safety nets to make the game a little less infuriating. Have to make do with caveman solutions until I can get the checkpoints working, heh :D And again, thank you for playing!

(+2)

I just learned about this while making my game, although by another name. Coyote Time, named after Wile. E Coyote hanging in the air for a few seconds.  It really helped improve the feel of the game.  If you need help implementing this let me know.

(+1)

Thank you for the detailed explanation and the offer! I'm looking into this right now, I'll try and see if I can figure it out the caveman way first :D

(+1)

You added eggy double jumps and coyote time!! Woooo! Nice work, I like the feel of it.