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(1 edit) (+1)

Great job guys! I love the commitment to the Pico style, and this is a very competent (& a little bit brutal) platformer, I had flashbacks to playing Celeste & Super Meat Boy 😅 That wide room with the springs and the blue element was particularly hard, it probably accounts for ~50 of my deaths

I think the other comments have some good feedback, but in regards to making the controls less awkward I think you could simplify them to dash when you press space while not grounded. I don't think there were any puzzles where you needed to dash without jumping first, but I could be remembering wrong. Also to make the springs feel less janky, I think you need something along the lines of flipping the player's left/right input for a few frames or even a second after hitting the spring to give the player a buffer. That way the player can hit the spring at full speed every time without needing to be so precise

Anyway, great submission :)

(2 edits) (+1)

Thank you for the comment! Yes I agree with you about giving player buffer after the spring hit, I tried to do that by freezing few frames after the hit to give player time adjusting their input, but I think your idea can be a great addition to that.  

(+1)

Glad I could help a tiny bit 😅

Also to add to that idea, you should only flip inputs if the player is holding the same direction input, but if the player switches you should respect that they correctly switched, that way it works for both kinds of players