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Thank you for posting the first game jam feedback I've ever received. =)

What I was thinking when I designed the movement system was that acceleration is slower when running on slick surfaces, so it is a little harder to get going from a complete stop.  Deceleration is also slower, so it's hard to stop moving.  I could change these exact levels a bit in the future, or vary them by stage.

Perhaps I could make the dash faster at higher difficulties, since it would make surfaces feel even more slippery, while also adding a tool for more experienced players.