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Thank you so much for the very thorough feedback. You were probably the person who finished the game the fastest!

I'm aiming for a very dynamic combat system, where you can have fights in the middle of platforming sections. The POGO mechanic (hitting down in the air to propel yourself upwards) is something I want to use a lot.

When the character touches a wall, the decision of whether to climb vertically or run horizontally depends on the angle of the player's input relative to the (opposite) direction of the wall. I had increased the angle to make climbing easier, but I think it became bad because everyone who plays ends up climbing instead of running at some point.

Regarding the issue of preserving momentum after a wall jump, you touched on a very important point! A large part of the game's movement will be based on wall running and platform jumping, so it's very important to know exactly where the character will land. I'll try to preserve some momentum to avoid disappointing players, but I'll test keeping only a little momentum to still maintain the ability to jump off a wall and land on a platform next to it.

I implemented the air dash but turned it off at the last minute because I thought it might make movement too easy, but I'll turn it back on since it seems most people expect to be able to do that.

Regarding the attack area, it's really too short, but I need new attack animations to increase it, which is why I didn't fix it before.

The disappearing platforms are also incomplete; they have different durations, and I haven't had time to implement a way to warn when they're going to disappear.