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(1 edit) (+1)

Nice concept,  makes me think of Life Goes On, and other games like that where death is needed to progress.

The jumping is not always responsive, but seems like the wall jumping is still there to compensate ( unintentionally or not). I think that it is good that this is the case, as I'm not quite sure if the inconsistent jumping would make the lava level (level 2) too fun with the clone switching. But I suppose that  having the clone jump and be a platform for yourself to jump next is the intended way, right?

Seems you did not have much time to implement many levels, but what else were you planning with that concept, with the clone switching for example?

Thanks for the game.

Have a great week :D

P.S:

Are you planning to participate in the special 3 week Trijam 333 this weekend?
That would be a way to work on scope and speed of execution,  but while still having fun tweaking and twisting your game in 3 weeks of 3 hours of dev. ;)

(+1)

Thanks for playing!

Yeah, the jumping is kinda janky I just used box colliders to check if the player’s grounded. Wall jumping wasn’t even planned, but it work it works.

Level 2 was meant to use the clone as a jump platform. I was planing on using clone more as player controlled platform or other way around, but that concept was briefly explored in level 2.

Not sure if I’ll join the 3 week Trijam, but maybe.


P.S:

Sorry for not replaying for this long.

Hope you have a good week too

(+1)

No issue on the time to reply, we all have lives outside the jams. ;)
Have a great day :D