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(+1)

I like the one button style gameplay -- we definitely went for similar ideas.

I think that the Getting Over It style gameplay doesn't fit well for this sort of control scheme. If you compare it to something like Getting Over It, the speed at which you can actually return to where you were before falling is much slower. In Getting Over It, there's a certain amount of momentum which lets experienced players return to their furthest point much quicker. In this game due to the stop-and-go nature of the controls it takes much longer, and there's not a lot of optimization you can do to speed things up.

Not really sure what you could do to make the return time faster in this case. There's always a certain amount of time that you have to take between jumps to aim it. It may be a better solution to just add checkpoints of some kind.

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Hey, Thoof! We hadn't considered the optimization and speeding things up along the way after falling. It makes sense and was definitely something I felt when playtesting the game, but wasn't sure how to fix / articulate it. But now it makes a lot more sense. I'll definitely keep that knowledge in the back of my mind when creating movement mechanics and level design in the future. Thanks a lot for your feedback, we really appreciate it :)