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Yeah, I do like to write brutally honest feedback, the kind I would like to receive myself too. Of course it might make it seem like being overly critiquing since it's more helpful really to point out what could be improved instead of gushing on about what was done well. It's all about improving as a dev in my opinion...

Yeah the jump wasn't a huge issue by any means since there wasn't any precision requiring platforming sections really. It was the most noticeable when trying to jump up those platforms. You pretty much had to go to a standstill right under them and jump up. Even a slight horizontal movement would mean the jump didn't reach high enough.

And fixing it of course is a mixed bag, it all comes down to just fiddling with the numbers until it "feels" right. The most classic platformer jump is the one where you just apply the impulse upwards and let the player still have 100% control of the horizontal movement. And definitely do not decrease the gravity, that would just make the jump feel floaty. The mario formula is almost doubling the gravity after the jump has reached its peak. Sure, it's far from realistic but it's what the gamers have gotten used to. 😅And another thing that would give the player more control is the de facto "hold jump" to jump higher thing for controlling the .