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I mentioned some of this during the first stream, just thought I'd reiterate. The game could use a lot more player bias. Coyote time is something that should be implemented in every platformer.

In the tutorial it says "Try 'Z' or 'O' Small Dash"... I thin that "Float" (or more specifically, "Horizontal Float" would be a better way to word it. "Try P or X" (I think that's what it said, I've already passed that level as of writing this) doesn't mention that you need to be jumping while doing so.

I'm glad you put any tutorial at all, but it could just be a little more intuitive.

On the second screen, I'd just say the game continues to need more player bias. Things are incredibly precise, and there's no opportunity to recover from any errors. My second time playing I got across maybe four of the gaps, but I'm sure I would have had much more problems if I hadn't already watched Prozack play. No checkpoints means I was really let down when it sent me back to the beginning of the room.

The "Balloon Ability" text was much better than earlier ones. Overall the second room was easier than the first, beat it in three tries

The fourth room was relatively easy to me after a couple (what I felt were) cheap deaths. Fifth room is were I needed to stop. I was enjoying the challenge, but I still think some better balancing and polish would have gone far.

Overall, great job!

First, thank you for your feedback. I will update the instructions and also try to add a mode where the player can design the level they want, but this will take a long time before the updated version. Finally, thank you for your feedback; I will take it into consideration.