Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+1)

Admittedly I played it a bit in a rush on my phone so I haven't beaten all 3 levels yet, but I did enjoy it a lot 


Took me a few seconds to realize how your ink system worked, so that explains why you misunderstood ours as well 😁

The constantly rotating ring makes it a very different game though, and it was fun chaining lines or bouncing into new paths


Especially impressed by the camera panning, simply locking your "draw cursor" in world space avoids the issue we couldn't fix where if you move fast enough, the lines you draw with your mouse get too jittery from the speed, so making sure the in-game cursor doesn't pan while drawing is clever


Though I also have a suggestion about the camera, especially when falling, it would be nice if it showed a bit more of the screen ahead, as it's hard to know where the spikes'll be, so it's rough to react in time and then redo so much again

(+1)

thank you for playing!

the reason the camera can get a bit awkward is because there isn't actually any real camera controller at all, it's just locked to the player position at all times... i tried copying over some camera code from a more standard platformer project to this but it turned out to suit this game really poorly and i didn't have time to make anything new for this game, so i resorted to just locking the camera a bit above the player as it worked better by comparison. but it does create a lot of difficulty with moving down especially, yeah. it probably could've been mitigated with more careful level design but the levels were largely done even more last minute so i didn't have time to put that kind of thought into them. improving the camera is probably the first thing i'll do if i come back to this because it really does need some lookahead for sure.