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Thanks so much for playing and for taking your time to write this. 

I'm not really sure what you mean about the jump being out of range. But looking back on it i think i should've added the option to cancel the jump or something because I also overcharged it a couple times when I was testing but for some reason I didn't think of adding a cancel then. I guess my intention was for the player to learn when the jump is strong enough by just playing but that might've been a little too ambitious lol. 

I actually made this type of slime platformer before (but in unity) when I challenged a couple friends to do a jam with me, and the theme we chose was "only one". I didn't even realize it was the same theme until the day after i voted for freeze too. I was going to suggest you try the older game but it's genuinely so much worse that I don't think that would be a good idea haha. 

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sorry I'm so bad at explaining things haha! I mean that you can only direct the jump in a certain range of angles, if that makes more sense? like, sometimes I would instinctually try and jump straight down if I got on the wrong sideways wall, but it would launch me slightly diagonally into some spikes. no worries if that still doesn't make sense, it is probably just a skill issue, and a cancel option definitely seems like the way to go!

ohhh no way that's such a fun coincidence haha! love that you've managed to improve so much on the style of game :D

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OOOH yeah I get what you mean. The angle limit itself is a bit of a bandaid fix, it's mostly there since jumping parallel to the surface would break all the animations and physics occasionally 

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ohhhhh I seee that totally makes sense! for the record I do think it's generally a fun limitation anyway, just another reason a cancel would be nice haha :D (buzzing for you that you're so high up on the most rated filter btw!!)