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(+1)

Thought the bouncy pad was super neat!  Also liked that there was a second player with a different dodge animation after I died.  I ran from fleas for a while (used the bounce pad to jump right into their yard) before they finally overcame me, so I would have appreciated an easier way to get some space between the player and the baddies.

I played on WebGL - wouldn't have minded an `invert y` button or some sensitivity control over the mouse, but I know that's a pain to do.  

Thanks for making this!
-KPD

(+1)

Agree with this one - had a rough time controlling because I'm used to different mouse controls. Also, would be good if you could make your weapons fire in the direction of the camera as opposed to the way the model is facing... I'm so used to playing first/third person games that work that way that it's really clunky otherwise.

(1 edit)

Thanks for playing . I really appreciate it!  Yeah, I agree about inverted mouse issue and the attacking being  at the camera's direction instead. I really don't want to make too many excuses, but I just ran out of time to get to it. Cheers!


edit - I thought about it, and I realized attacks don't change to where the camera is facing in Dark Souls or Spyro. And those are the only third person player games I've been playing. But Dark Souls does have a target lock feature that helps, which is what I was hoping to get to at some point. Thanks again for playing!

Thanks for taking the time and playing! I appreciate it. The bouncy pad is my favorite skill! I was really scared about the bouncy pad because it broke an hour before the jam ended. But I mashed some random code and  somehow worked  in the end. I'll definitely consider the inverted mouse and sensitivity. I mainly tested/played using a gamepad, so it wasn't top priority.

Cheers!