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Thank you very much for the feedback!

-For the non-inverted camera controls. I didn't know it was standard until a friend told me about it - I don't really play new games lol. I will make it default the other way down the line since its been really confusing people.

-I'll give enemies a distance check for if they are far away enough to respawn. I feel it can get kinda tricky having them always attacking around you. Same with dealing with fall damage as people have felt it's annoying to get hit right after falling.

-For the camera being too close when at the front I could probably make it zoom out depending on the angle relative to the player.


-Increasing deceleration for more instantaneous movement when stopping shouldn't be hard to implement, I'll see what I can do.

-The slam dunk ground pound works as a midair to ground attack to defeat enemies without much speed It's very cumbersome to use since enemies are always moving, so making a more traditional attack is something I'll do down the line.

-I'm very likely to change the kick attack to the jump button since I'm adding in a midair dive attack soon and I want full control on which move you can perform.

(+1)

Thanks for the reply!

Omg, using the ground pound on enemies never crossed my mind. 😅 I remember trying to use it on the crate at the beginning and failing (because it wasn't unlocked). And after getting it I guess I just latched onto just using it on that crate, and also other crates. Ground pound for crates, somersault for enemies.

Re: For the somersault - a slower version for when you're not at full momentum could work too. Anything's better than getting hit by something I tried to attack.

I love that skill-teaching bird, btw.