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It didn't feel too great to be limited by such a low jump, but I think there is a lot of fun to be had if you get used to it, but also I found that I got the game to the point where it became unplayable due to what I shot. If there were secret hidden no-collision walls, they were not telegraphed so, not sure what to look for. For the sake of learning experience, I'd say it's never a good idea to put your player in a position that they feel locked down so, if you have alternatives, there has to be a way from them to be prepared what to look for at the beginning of the game, perhaps some very subtle sparks of flickering of bugged areas?

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The secret walls were meant to be secret. So you would find them on accident. And yea sometimes you had to shoot some boxes and not shoot others. The bugged areas idea is good! I might do that. In this case the player has to feel locked down because they are trying to escape a sludge factory...

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Ok, good thoughts - I will just add that consider that there is a difference between feeling trapped and feeling like the game isn't letting you do anything. It is not easy to find the balance, but it can be done! :)