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Thank you for the feedback!

Yeah I spent a lot of time trying to get the controls to feel good. The main issue is that we decided to support both mouse and keyboard earlier on and this was the best compromise we could come up with. One solution I tried was to completely kill horizontal movement if you pulsed in the opposite direction but it made it feel more clunky. I definitely have more respect for smooth feeling controls in other platformers now!

It's not just about wave pulses. I couldn't fully stop just using A/D. Did you thing of adding a small dampening to horizontal speed?

I actually managed to get all the runes in a playthrough. One of the sublevels near the end was definitely the most difficult. Crisp Lad calls it the flappy bird level lol. There is actually a way to have more fine control in midair, and I found it in that level actually. If you're pressing w while doing a or d, you travel less horizontally than if you're not pressing it. I really think that's the only way I was able to beat that particular level. You get a lot more fine control if you're pressing it, and a lot more distance if you're not, further jumps and all. It kinda felt like a hidden mechanic to movement like you can get in Rainworld when I discovered it, but it wasn't something we planned.

(+1)

Ohhh, I love this. In our first Steam game we've actually discovered a "broken" jump if you press buttons in a particular order. But we decided to keep it and let players discover it.

Again I'm not saying it's a bad thing, just saying how I felt while playing, haha 😀 I think I just wasn't in a challenge mood

Yeah there is dampening to horizontal movement but only when you press A/D. The reason for this is because I didn’t want to dampen movement after you are launched from a gravity zone. Looking back I should have added a “launched from grav zone” player state to account for this, but it was too late in the games development to go back and refactor and the player code was already turning into a hacky mess anyway. It’s something I’d like to go back and fix if we were to do a full release of the game.

A separate state for launch zones could work, though it sounds a bit too complex.

What if you revert the dampening control? I.e. dampening is always enabled except when pressing A/D. Could that work?

It would break using the booster zones then, you would launch and then immediately slow down instead of maintaining momentum.

One idea I had was to add a flag that turns off momentum when you leave a booster zone which reverts when you touch the ground or pulse. I’ve been trying to find other games that cleanly solves this issue but as far as I can tell they don’t really use gravity to propel the player but use a single force impulse.