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(1 edit)

Congrats on submitting and making all the assets from scratch!

Since you asked for some feedback in your community post here are some things you could improve on:

  • The player has a solid background, you should make that transparent
  • You could make the player hitbox smaller than the sprite itself. Right now the player takes damage even if the sprite isn't touching the spikes. So making it smaller adds a bit of forgiveness and improves the game feel.
  • There's kinda a weird "settling" when you land after jumping? Rather than the player just landing on the floor
  • Checkpoints! So that the player doesn't have to restart from the beginning.
  • General platforming feel
    • Disable gravity when dashing
    • Variable jump height
    • Decrease gravity a little bit

A lot of this is just polish and technqiues that you learn over time from experience and studying. You could try starting with chatgpt and ask questions such as "What are some techniques that game developers use to make platformer movement feel good?" There are also a lot of good youtube videos and articles that analyze certain games and go in to detail.

This is a cool resource for platformer movement examples: https://dawnosaur.itch.io/platformer-movement-demo-2

1. Thanks that you noticed. The sprites took a while, and I know the music is subpar, but still. 

2. I made the sprites in MS paint. I tried my best, but yeah I got to learn to do that. The way it's setup is it just looks at the sprites, and you cant make non-rectangular MS paint sprites to my knowledge, but thanks for pointing it out!

3. Yeah, just time crunch lol.

4. This was intentional for falling, as collision between rooms clipped you into the floor because 1 frame of gravity was applied. I had to make a measure to stop this.

5. This point is common from like everyone, btu it was intentional. The game is pretty short, and difficulty DID increase play time, as well as contributing to the lore of the game. (You are your OWN monster for driving through this)

6. Yeah, once you get used to it, it feels nice, but I do understand that. I made attacking a jump correction for this reason, but it really didn't work as expected.

However, WOW. This review was surprisingly in-depth about the core mechanics, and I am happy you spent the time to compile this information. Really, thank you.