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(+1)

Opening cutscene is a great hook, but comes out far too slowly. The textbox speed frustrated me and unfortunately you lost al the goodwill an opening like that shouldve built.

Character controller is really floaty, and the level design feels like a set of randomly placed platforms. "go back to the start every 2 pickups" just means a lot of backtracking. Its not great.

sorry but i really didnt enjoy this.

(4 edits)

I tried to make the text go faster, but because I chose the DOM to render the game (i.e. every visual element can be inspected in the web console as a separate element) and am playing audio with <audio> elements (which are a huge mess if you want to play many in quick succession, like for the talking sound effect), I could try to play it faster but it would simply eat more CPU without going faster. I set it to 10 characters per second, but it only goes maybe 6 characters per second. It annoyed me too, but you can skip the text box animation (press space or click the text box) and after the skip get 2s to read it, which is doable if you’re fast.

I unfortunately didn’t have much time to make a better character controller, because the version in the submitted game was created only a handful of hours before the jam ended. But I think I know why it feels floaty, because you have momentum even horizontally on the ground, meaning coming to a dead stop in a precise spot is a bit difficult, the terminal velocity vertically is just double that of the running speed, and if I’m not mistaken it has a 1-tick input delay (1/20 of a second).
And yes, the platforms are just me randomly spam-clicking the scene in edit mode, then dumping their positions and inserting them into the code. I didn’t have time to properly design a level, as you see by all platforms except the one under the motor having the same size, even though they all would support different sizes.

Thanks for the feedback though!