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Thanks for detail comment. so I give you detail reply.

I had said it's supposed to dark but also explain this is not what I want to show, only can't do it in this jam deadline.
my real ( designed ) visual have higher contrast like what you explain, but still thanks for advise.
( no screenshot because I don't want to show so much not actual include in this version,  ) 

I have state out what I plan to improve movement speed on other comment, so I don't repeat that.
but want to explain more because your comment get the point.
the original level design is 12 x 9 screen map ( which is the width of start point to laser ), it's little small and compress, the density of whole map like current factory map right route exclude the short cut ( the upper map of start area, no empty space )
character movement is setting on that stage and I haven't modify it before this submission.
as what I write on game page, I found that design not make me feel like playing Metroidvania, so I try to redesign the map.
and this is the world what I think a Metroidvania should be, some empty space should not be a empty space but I fail to add detail.
indeed there have some empty space, which I just try to fill the gap between area, that is what I need to work on.
and my current plan is fix the density of area to make them more even and fit the new character speed. ( with real visual )
the world will not be bigger or smaller than current size. ( and some area may not have any change, except of change to real visual )

I will still go with fall damage, but maybe think about add different between climb down and free falling.
I do want to punish climb down so quick, but maybe reduce damage or not let player die on that.
thanks to point out your feeling.
and yes, Gamepad is easy to add, and I can add this every time ( design suppose to have ).
but there have coin, where I need to make a virtual cursor or something else to support that collection element to be functional, so it's pending.

that enemy have bug, the bug is I copy the data of wheel one and it got extreme high health like that.
and it jump up because you move close to him, not because you hit, I must cancel the jump while player hit them.
both enemy is more like in prototype state, haven't enough reaction and balance... ( also player attack motion is not completed )

maybe I'm not able to complete anything in jam deadline, but I will still get a try.
I want to make everything more pixel include the character animation and fluid animation, they are so "smooth" because I reuse some tech, but should make it after other main feature. At least after make the game more playable.