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Thank you! Im sure there is a better way, but trying to match up the beat with in-game actions was difficult for me. This is the 8th Jam Ive entered and only the first one where I submitted something. 

I was trying to make the jump less indirect by having the jump initiation come from contacting a pad that was created when the button was pressed, but this did cause a delay in the jump. The game will flow better with a more direct jump. 

The idea of the game came from The Impossible Game which requires pretty well-timed jumping, but the delay in that jump does create a break in rhythm and flow. 

I didnt finish everything I needed to for this, so its an incomplete submission, but since I was so close to being done, I was just looking for feedback on what I had done and I appreciate you taking the time to play it. 

I plan on finishing and updating this game sometime after judging is over. I needs a deathzone that resets the player if they fall, a start screen and maybe even a count down before starting since the first jump is so close to the start. I can also look into resetting the player sooner after touching one of the traps. Thanks again!

no worries ! i think you did a really good job for the deadline and with such a complex idea
it's definitely something that will continue to be tweaked throughout the whole development process, however long it takes, as you keep nitpicking on what the feeling of movement should be, so it's definitely understandable it couldn't be perfect in two days

but congrats on submitting a thing ! i think this is a really good entry for such a short jam, you should be proud :]
good luck on further development or whatever you decide to tackle next !