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(+1)

Thanks for taking the time to play, and to give feedback!

A theme is emerging that the controls aren't quite what people expected. I fully admit that the only tester was myself, which hardly makes for a diverse set of perspectives! I originally had a wider move set, but with the features I cut I agree that putting run on both Y and A, and then B for jump would make for a more comfortable experience.

I based the wall grab off of the controls in Celeste, as I personally found that very intuitive. I do lack the intermediary wall-slide they have though allowing for a quicker wall jump, which is perhaps the key to making everything more fluid!

I'll be sure to fold this in to post-jam revisions I'd like to make :)