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(+1)

very good points.

i wish i had come up with a way to make the hazard hotboxes more obvious. i tried to make them pretty fair but they aren't, like, clear, which is a problem.

i do think a visual indicator for which mares are skipppable would be a good add. not sure what exactly but something to consider for the post-jam version.

the statues being unskippable is because their timing is relevant to the difficulty of the game. that said, i will likely add an auto-fucking option post-jam to help with this. and it definitely feels inconsistent which is something i should think about.

your description of the double jump is exactly what i want from it. like, your description matches my goal for it's flavor almost exactly. i would compare it to the difficulty of performing a shell jump, which is kind of my goal: when learning to shell jump, my brain would be like, ok, am i at the right height? am i releasing the grab button? oops, i released the jump button... this almost painful coordination of inputs is one of my favorite parts of platformer games, and for better or for worse it is pretty key to me. so I can see why you would describe it as no gameplay payoff, but for me, the cognitive load is the payoff.

i do think, after reading PLASTIC GRASS's feedback, i will likely make the controls themselves a bit (or even a lot) less slippery. it does honestly seem to kind of just work, so maybe that's what i should have done from the beginning. it's strange because again, one of my favorite mechanics in platformers is careful control over velocity and acceleration, but it might be that my gameplay is just too fast paced for this to make much sense.

thank you for playing and for the detailed feedback!

(+1)

I think the particular texture you’ve chosen for the hazards could be played with - the top 50% suffers from a “is it or isn’t it there?”because of the fading in and out. Maybe a more persistent texture?

Yeah, definitely get the difficulty is partially timing the fucking - an autofuck setting would be the happy medium between intention and accessibility, since it preserves the timing you’re wanting. It would also make hand-strain issues way less of an issue, since it is literally an issue for the game in its current state.

It genuinely might be artistic difference that leaves me unable to engage with the double jump then, if that description is exactly what you’re trying to convey! I’ll be curious how it feels with less slippery controls - then again, my favourite platformers are precision platformers, which doesn’t feel like your aim here.

Glad you appreciated the comment, hope there was some insight you could glean from this!