Thanks, I appreciate the feedback! You're probably mostly referring to the chase sequence. It was a design choice to make it easier to complete by spinning your character (and relying on existing momentum) rather than trying to move about it laterally . In hindsight, I probably should've made this more apparent, and because the movement is entirely physics-based, it can feel hard to control. However, I am glad you liked every other aspect of the game!
Viewing post in Desolation jam comments
yoo fr? I appreciate it man! It lwk mostly consisted of many many sleepless nights, first focusing on coding and modeling all the structural "assets", so the airlocks, hatches, locked doors, etc. After like half a week, I started focusing on using these "assets/prefabs" to develop some sort of linear map and a very short story. Along the way was modeling, rigging, animating, then coding the enemy. The final days were spent polishing, bug fixing, and adding small details here and there. This is the first time I've done a game jam, so I'm really glad you enjoyed the game!