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Thank you for the detailed feedback!

The difference in air control while running was intentional. I wanted both running and not running to be important choices for the player. However, it may not have been the best decision for a precision platformer.

My goal was to make the movement feel unique, like something you have to learn and understand rather than instantly master. Still, I'll definitely take another look at it in future updates and see what can be improved.

I'm really glad you enjoyed the game. Thanks for playing!

This is totally fair! I think that's honestly a great philosophy to have, and it did feel very intentional, with the tutorial room exemplifying the differences and everything. All of the best precision platformers follow that exact same school of thought — movement should take time to truly refine and understand. However, I also think that this genre thrives off of movement being inherently intuitive and being easy to learn but difficult to master. This is where I think the slight disconnect happens with Sleeper Agent, as it feels a lot less straightfoward, but I also think it's something that could easily be improved by the incorporation of a couple more basic tutorial rooms highlighting the mechanic. 

But, once again, I had a ton of fun! Keep up the great work and good luck in the competition :)