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That was fun, the music was great and suited the game well despite being AI generated. I experienced the known issues you mention about mouse difficulties in the menu, but was able to work around it.

Look like you had a lot of fun with trying out different perspectives and camera angles, which was generally pretty cool but...In the later few levels it became difficult land certain jumps, partially because the camera was in a sudo-isometric angle where movement was now all done diagonally is not something i find especially easy with a keyboard, but certainly less of an issue with a controller), and partially because the camera often changed mid jump meaning you had to alter your orientation, and how you were controlling your movement in the air, because the context had changed from when you started the jump. 

Beyond that I felt a little inconsistent, that in some levels you bounce on top of dumpsters, other levels its the cars, the height of the bouncy changed based on whatever was needed for the particular jump to reach some candy etc, and then some buildings you can stand on top of, and others you cant.

This all made it a bit harder to really fall in love with, but overall a decent game, with some interesting ideas for sure. Good stuff!

Thanks! I'm glad you enjoyed the music despite its origin. I talk about my own mixed feelings about AI music in my post mortems for previous game jam entries Eternal Echoes and Prisoner 42. I also plan on writing another devlog specifically on it after the game jam.

Yes the difficulty was supposed to ramp up through the levels. I was trying to cram in too many candy types in too few levels. The changes at jump apex were intentional. It was part of the "trick" mechanic. I actually made the buildings higher in level 1:4 so that you wouldn't fly over the edge of the map and would instead land on the building. In the last level (2:1), I made it the first coffin float over grass so you could learn that without dying, then the first camera change happened with guard rails, and the last without. I also made sure it was possible to land on the front of the coffin and jump up and grab the candy without lateral direction to create an easier way.

I considered changing the controls to rotate with the camera, but I felt maybe this would have made it harder, not easier... Plus it was work I didn't have time for.

I get the inconsistency. I wanted to change colors of buildings, cars, etc to make the differences clearer, but the KayKit models were preconstructed, and used a single skin. So I would have had to go into Blender to change them to alter colors and I didn't have time for that. It's the biggest complaint I've gotten before and during the voting, so I'll remember it next time. Someone suggested darkening the background models, which I like. Technically, you can stand on top of any of the buildings you can reach, as by the end I think all of them had collision shapes.

Thanks for the detailed feedback, I appreciate it.