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Tbh, It's actually really hard to get right, esp in a jam. Since you are building the game you're an expert with the controls lol, and the jam voting becomes the playtest. 😅

(Not that it matters, but funnily one of the first games I ever built, but didn't ship, was a game where when you press the screen and a diver goes down and you side scroll through an underwater level.. similar to your game. So I know personally, this mechanic is just hard to get right for everyone's reflexes. Nevertheless what you built was fun and you innovated really nicely with the loopiness :D )

Damn, that's really cool, I think with this movement mechanic there's like a lot of variables within the physics to make sure the exp is smooth. Would love to know how you integrated it into the game you mentioned.

It is yeah! Recorded from the codebase from 3 years back.. and it still works lol  |  Youtube

I think giving a trail for incoming object helps, and making the bounce back up to be faster (akin to jump cancel in platformers)