Thanks for playing
> At first though I didn't realise that I actually had that upgrade, and instead just ran and rocket jumped over those little baby spikes.
Ok I really need to implement 'barks' to guide the player a little more. I used challenges as tutorials but I think I neeed more communication
> one part being because I didn't actually realise that I had gotten the ability to fly.
I had to make a lot more challenges to aware the player of his skills. If you slide you can also fly. I also had to deal with the lack of time so there were more challenges to tell the player the projectile on hold impulses you further
> I would constantly move too far to the left or right and miss the gap
I need to work on the air control... the idea was to give the player only three keys; left, right and fire. 'Up' does nothing but since air control is a staple in platformer games (let alone metroidvanias) I had to know I could not just remove 'up' at least to look up. I had to help the player control in-air with the controls including 'up' so you actually go up. Again, I did as much as I could with the time I had, so....
> but since your rocket knocks you back, when I tried to wall climb, I'd often not angle it right, and push myself too far away from the wall
yes, this is more like a game design predicament. If I continue this project I would need to refactor things in order to give the player more control
> just not enough opportunities to do.
I would have wanted to do more but I spent so much time just trying to get the gravity in a working state.
Thanks a lot for the feedback. That helps a lot. You definitively help in this gamedev journey of mine.