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Brutal! I figured it out though. If you click just barely in front or behind you'll very nearly jump in place. Once you got that down it's just a matter of edging into the correct location to line up your jump properly. A bit of a learning curve but fun once you crack you. Usually not a huge fan of those "rage" games though, usually about climbing or jumping ha.

So how much of this was intentional from the outset? Did you truly intend to make it this difficult from beginning or did you just get to that point and then figured it was better to fully finish it than spend a lot of time tuning the jumping. How early in the process did you decide on two jumps?

The original idea I had come up with was 3 extra bounces per jump and perhaps rebounding off the walls. I decided this was way too hard to control for the player and we compromised on the simpler option of just 1 extra bounce for easier testing. It also made sense to have simpler controls for the small scope of the game.

We often found ourselves playing our game even during idle moments in development and having fun trying to actually get a complete playthrough of the game from start to finish. We playtested this game so often that the double jump just kind of grew on us and we kept it as is, opting to finish the game with the limited time we had instead of implementing additional mechanics.