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(2 edits) (+1)

I got filtered by rocket jump, no idea how you want it to work, It's not taking me anywhere. 

I would recommend making wall jumping more bouncy even if you have the wallkick, it feels too weak to feel like its doing something, its almost as if i missed the jump. 

Up to you but picking up weapons feels like a speedbump if you want me to go fast, it would be interesting if you just gave me one weapon for a level and design around its gimmick instead. Maybe an upgrade midlevel that automatically picks up.

Basically i would the values of the movement. I also feel like you have fallen into the trap of you yourself knowing each timing and nuance of the movement so it might feel easy and intuative but for me, many things felt very finicky, you need buffers for your jumps and aiming especially (i.e. if i got a rocket and jump onto a wallgrab still let me shoot into the wall for 10 ticks)

I like movement platformers though :)

Thanks for playing! The rocket launcher explosion applies a knockback velocity that is additive to your current velocity, so if you rocket jump during the apex/falling portion of your jump you dont really go no-where. you also need to hold the jump key otherwise you will lose a lot of vertical momentum when you release it, which your comment made me realize really doesnt make any fucking sense for a rocket jump. 

There is a jump buffer with a 0.12 second buffer window, but there is currently no buffer related to aim. Finicky is not the goal so I'll spend some time tweaking the values of the movement.

I will see if I can make jumping / rocket jumping feel better / more intuitive and reply here if i get an updated build out. Feedback is much appreciated!

I just pushed a new build for the web and downloadable versions that makes the rocket jump a bit more forgiving. letting go of jump during a rocket jump would kill 66% of your vertical momentum before. You still need to shoot the rocket down immediately after jumping for full height though.