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The double jumping is strange
You can use it right at the beginning of a jump, smashing space twice, to get one big jump. You can use it at the top of a jump and it feels like a usual double-jump. You can use it at the end of a jump and the double jump does nothing. I suspect this is because the double jump is something like a velocity.y += constant
If you start a jump with A or D, you can change directions by double jumping while holding W or S, but you cant reverse your direction with D or A. If you start a jump with W or S, you can reverse your jump direction with S or W, but A and D do nothing. You are locked in a straight line.

Going from a flat plane to going down a ramp will always leave you airborne, practically disabling all of your controls, including double jump because it barely does anything when going down. Going from a upwards ramp to a flat plane does not have this issue.

If I do manage to cross a few obstacles quickly, I turn around to find that all the ground enemies walked over them quickly as if it was flat ground. The only way to get distance between you and your enemy is to hold S.


Pickups in general are difficult to see. I'm not sure if the grenade projectile has a model, I never see anything but the particle effect if its rolling around on the floor. I don't know what the purple power-up does, but I'm guessing its quad damage since its the quake quad damage sounds. Picking up a purple power up does display some "rip and tear" tier text on the screen, I don't know why this text couldn't just tell me what the power-up does. (note: i now know its the mask of madness but I still dont get that in-game)

Death screen doesnt have a quit to menu or quit to desktop options

Slow motion is useless. I never feel like the limiting factor in a situation is how fast I can react to things.

Thanks for the feedback! The double jump does indeed work somewhat like you say, it's partly a conscious decision though. I want it to be rewarding to time it right at the peak of the initial jump, it's not meant to be a jetpack-feeling jump that resets gravity momentum before applying the upwards force. I've since reworked the movement though based on your feedback. The ramp/angle detection definitely needs some work and tweaking though, I don't want downward movement to feel so punishing and deny jumping/friction control. 

Adding a movement speed penalty of some sort for enemies traversing slopes or climbing steps is a great idea, I'll definitely add that. Grenade projectile definitely has a model, if you use it's alt fire to charge but release it very early you can fire a grenade with very little force so you can basically step onto it and check out the model. Slow motions purpose will hopefully become more obvious as I add more complex enemies, bosses and start developing the single player campaign levels. Appreciate the input, lots of good stuff here!