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(+1)

Thanks a ton for the feed back.

So that was trying to maintain feel of old games where some walls you can pass through for secrets some can't. There are two graphical indications in that instance, but I wanted to pass on the idea that passable walls existed and weren't super different from other walls.

In this instance the gap in the ground above is one indicator.  The ground doesn't continue through solid walls. Also the lack of curved corners. I could have put more tiles in on the passable layer of tiles but didn't to leave that graphical hint. This level overall was just trying to show different features I would want in the game. 

Not sure what would cause the die twice issue. Never ran into it but I'll take a look. Do plan on trying to clean up some things and add more content at some point.

Ooh I see. That makes sense. Thanks for explaining XD
By the way, for the died twice part, after trying it again, I think it's because there is a solid ground under the spike. Because of that, the player can jump even though the animation for restarting the level starts playing. And with that jumping, the player become get out from the death trigger zone and re-enter it again. And I think, because of that, the death count decreases twice.
Hope this help XD

(+1)

Ooh okay. I thought I removed ground from under the spikes but may have not done it on both sets of or didn't get saved somehow. Thanks a ton for the feedback.