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Thanks for commenting... AGAIN! :D

I think the way to fix the glitch pulse would be to add a way to cancel the knockback after some time and to explain it better. It seems random because you don't know how it works: You basically get knocked back the more speed you have. Once you know this and know how to use this fact, you can perform some pretty sick synergetic moves in combination with the error platform. They can be hard to execute but are super satisfying if you get them right. I think in a future version we should just add sections that explain its functionality better (and perhaps also try to make it more consistent through code.

Thanks again for your comment. It's highly appreciated.