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(+1)

Damn, those might be some of the best controls I've seen in an agdg game (played with a keyboard). Pretty much no fighting with the controls. Did all the bones and the gauntlet no problem.

Butt slam might be a bit too fast, as it looks almost like a teleport. Swimming animation can glitch out by butt slamming in shallow water. It's easy to panic when doing aerial maneuvers, so air dash could use more frames where the character is stopped mid-air and you can aim the dash direction, and the duration could depend on the dash key press duration. It's not really necessary though, at least on keyboard because of how responsive it is.

You totally have to add claw marks on walls when sticking to a wall and fumbling down, shit's going to be hilarious even when failing.

Unless you are adding more mechanics it looks ready for pumping out assets and content.

Hello Rezydent! Wow, thank you so much! I'm glad that you feel that way, especialy since your game is so good!

I have taken note on your points. For the next demo I'll for sure will have worked on them (Y).

I'm not sure if I'll add clawmarks to the wall when sliding hahaha, but I do need to add better feedback to the player! I'll see if just some dust particles do the trick ;)

There are still a couple of mechanics to add, like climbing poles, a crouch/jump, and that famous second jump from mario, where if you jump again imediately when landing, you jump higher. But hopefully soon enough I'll get to the visual stuff.

Thanks again for the feedbacks!!