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I definitely will admit that the combat was really unfinished, as I prioritized overall map design first and foremost. I considered buffing enemy damage and health close to the end of development to help the health and weapon boosts feel more substantial, but I worried it’d create huge difficulty spikes, so I left it as is. But I’m glad at least the map part worked out, since you enjoyed the secrets all around the map.

I’ve gotten a lot of complaints about the wall jump being too difficult or awkward, which I’m surprised by since I tried giving it a very generous window to execute.

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It's not about the length of the window after moving away from the wall, it's the fact that I have to be already holding the direction when I press jump for the wall jump to execute. Most wall jumps work by just pressing jump once you are in a wall jump state without any need for a directional input, so my muscle memory has me pressing the jump button before pressing the opposite arrow, which in this control scheme results in nothing happening.