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(+1)

Wow some good notes here. Some of these I have corrected in the new build (which I cant upload yet). So I added a player HUD that gives off a warning when player is coming in range of the crystals aggro, and displays a transparent sphere representing the aggro range. Then an alert pops up to tell the player that the crystal is about to fire. The player rolls on that visual cue. I also added camera shake on hit with the blood overlay. It all seems to work very well to me and helps understand how the lasers are acting. I also need to add player lives so dying will have consequence. Thats a good call. The platforming also needs more attention and better design.

Thank you for playing and also providing the feedback, This really helps!

(1 edit)

Those laser changes sound great! 

I think not having lives for the jam game was probably the right call. Makes it easier on the player if something else in the game is frustrating for them or accidentally too difficult. But adding lives after the jam is a good call with all the quality-of-life updates alongside it. 

I think the easiest way to improve the platforming on the moving platforms would probably just be to make the platforms bigger, if you don't want to do a bunch of character locomotion tweaking.

Edit: Also, was there one of the glowing orb things that tell the player about double jumping? I don't remember running into one. I had no idea double jumping existed until after I quit. Would have made the platforming at least a bit easier had I known it existed. lol. I kept trying to use the glider to extend my jump and it never worked out great.