Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

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.