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(+1)

Wow, this is incredible feedback! I think you hit the nail on the head with your first two points; I've felt that grounded and aerial acceleration / deceleration has always been my Achilles' heel when it comes to making a platformer. Splitting the mid-air vectors like you mention sounds so simple in hindsight, but it had never once crossed my mind as a solution.

The lack of snappyness in the attack was definitely a product of both the jam’s time constraint and me not being the most experienced with animation (and more importantly, blending animations together). Certainly something I would have liked to circle back on had time permitted. It’s a similar story with the sprinting. We had noticed the slow startup from zero speed only after many of the level assets had already been modeled, so I was hesitant to mess with the movement much more and risk running out of time if the level design needed to be fixed to account for that sort of change.

I really appreciate these suggestions, I can see myself returning to this comment many times in the future whenever I’m starting similar projects. Thank you!

(+2)

Honestly huge props to you for even committing to a fully 3D animated character for a jam like this. That I'm even able to give specific pointed feedback shows how far along you made it in such a short time! Hugely commendable.

I'm always happy to chat about this sorta thing - feel free to hit me up on Twitter, Bsky, or Discord if you ever want to talk shop on 3D platformer design/implementation!