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Trying to make a metroidvania in four days is a big task, and it's really impressive how far you've gotten seemingly solo!  If you keep working on this game, before you do anything else I would take a look at how the character controls and make some tweaks before you do anymore level work.  You have jump buffering and coyote time which is awesome for a platformer, but your character seems to have a bit of acceleration time before they get to max speed which can make them feel like they're sliding.  I'd experiment with a character that gets to their max speed instantly and see how that feels to you.  I think that'll make the platforming experience more consistent and then you can design the levels for it.

Awesome job!

Thanks for providing valuable feedback! I had more levels planned, but a lot of them were cut out in the last day to get something working out. I do plan to at least finish the ideas I had for other levels after the jam ends, so I'll keep what you said about the player controls in mind. The physics I used was very janky since I had to change the player sprite dimensions on one of the last days, I think the coyote time is actually due to bounding boxes inaccurately detecting ground and not actual timers :D

Glad you enjoyed the game!