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Glad the movement and wall jumping felt good! It took 2 of us and 15 different variables to fine tune it just right lol We knew how important it was for the overall game feel.

We have been getting a lot of feedback about the tiles appearing as foreground/solid elements, its something we will be conscious of in our sequential projects (or even continuation of this one!) For the optional challenge areas, we wanted to push the mechanics as far as we could and threw whatever at the wall. We tried to cover a range of players, from keen-eyed explorers to expert platformers. Even if something is optional, we found players getting frustrated by having to give up and move along because they couldn't get past it; there's a sweet spot to challenges that we could hit closer on the mark for.