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(1 edit) (+2)

I love platformers so I am quite excited to play this. I like the idea and the story but I have issues with the characters movement. And in a platformer that is the one thing you need to get right. 

You have it that depending on the room size is how many jumps the player has. I spent way too long to figure out that I can double jump as long as the room is big enough. You need to tell the player and in this case I suggest a counter in the bottom left of the screen. But the best solution is to just give the player all the jumps and form the levels around the players abilities. Even having extra jumps be unlocked if you want a certain amount of jumps in certain rooms.  Also sometimes in the double jump rooms I don't double jump. Its just all around frustrating. 

The movement is weird. You got the rolling ball movement right but you stop way too quick. And its too hard to turn. This feels like its a momentum game but its hard to keep momentum.  It just needs tweaking. 


Fix those 2 things and I think you have a great game on your hands. 

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Thank You for playing my Game and Reviewing it, I really appreciate that.

The Jump mechanic in game checks the distance above you when you press jump when ceiling is near you can’t jump, i think that’s why sometimes double jump rooms detects a ceiling and cancels the jump.

The Star/Ball movement is pure physics based but i applied some limits to speed and momentum, that’s why movement feels off. I try to fix that ASAP but currently in jam edits are not allowed and i need more reviews to continue improving the game.

(+1)

Ah. I thought it was a trigger box in each room turning the extra jumps on and off. But your way is much more efficient. lol

(1 edit)

There is initially maximum 2 jumps you can make and it depends on the celing distance, but the part where the room “Flappy Star” starts, it has a trigger to give unlimited jumps but still detect the celing thing so you can’t just spam jump and also that room has green anti matter on celing so, touching it you will die.