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(+1)

Ooh, I probably didn’t unlock dash then - I ended up playing until the first boss, and couldn’t beat it cause I’m bad xD


For making it feel less rigid, you should first get a solid jump control. It felt a little like I was just moving up, then moving down again. Try seeing what gravity values work best, and make the curve into the peak of a jump smoother so that there is some fine control.

As for the claw attack, was I mistaken in thinking you aim with mouse? For me, it would always aim in a different direction from where I clicked. 

(1 edit)

Which shape of jump curve should it be? Currently in the game it look like this.

Maybe cut a bit of the top when stopping the jump early? But it may end up jumping too high if left to smooth out?

(+1)

Try and make a jump sustain system where it doesn't just cancel your jump, it changes the height of the full curve instead. It'll feel a lot more natural this way. Perhaps you can manipulate the gravity of the player directly to be less when you hold jump - I think this is what a lot of platformers do.

maybe some thing like this?

(+1)

That definitely seems a lot smoother! I still think the arcs could be wider, but just experiment with what feels most responsive and controllable.

Thanks for your advice