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(+1)

Quite a good game, some things I would suggest would be:
- Some way to control your jump height, I do like how high it is as it makes it stand out and the height itself is quite fun, but at times it was too high for what was wanted. While varying the jump height based on how long it was pressed is a classic for game feel, the fastfalling mechanic found in platform-fighters (like smash bros.) might work well, as you will get the full height but the player can choose to fall more quickly if they choose.

- There are lots off falls of faith in this game, please have the camera show where you are going to fall before you jump, it would help a ton

- Checkpoints would be wonderful, as you are going for more of a story focus failing and having to redo a whole section breaks the emersion and flow, while just being annoying. Additionally checkpoints allow the game to be more difficult without becoming more frustrating.

- Hard to word as a suggestion, but the first level was harder than all the other levels. Due to the two jumps where if you bonk your head, you just die it just lead to multiple deaths that felt unfair. The other levels were alot more reasonable and I was able to get through them without a single death.


Good luck in the jam, and am excited to see what you do in the future

Thanks for the constructive feedback! It's alomst impossible to objectively evaluate your own work so comments like this are very appreciated

Just before the jam I was learning about jump buffers and coyote time so that was fresh in my mind for this (and they are both there in this game). I think allowing shorter hops is a good idea but it didn't cross my mind during the jam. Everything else just came down to time! I started the jam late as I wasn't going to participate, but when I saw the theme it inspired me to take a shot!