Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

Very good base gameplay, everything you expect from a well designed game is there, like Coyote Time. It all works, is polished, and feels good. The boss fight was pretty creative, despite me not liking the idea of just waiting for it to die. There were some bugs in the interface, though, like overlapping text, and remapping the buttons on a gamepad worked the first time, but not the second one?

I'd suggest more visual tips, like signs with the commands in them instead of just the dialogue. A minimap would certainly help with the larger levels too. Consider tying the platforms' timing to that of a player that is speeding ahead, to make it more speedrunnable.

While there's nothing really innovative here, it's all executed so well that any platformer fan will be more than satisfied. Plus, it's cute!

(1 edit)

I've actually fixed all the bugs you've mentioned AND there's a button guide now as well (as you saw in the fishing minigame!) As for a minimap, I don't really feel like that is necessary, and for speedrunning, I have considered that, but I haven't done any implementations of it yet. The only cycle we've been hoping to skip in the speedrunning community is in 1-5, and it's skippable with double jump, so it's not particularly pertinent as far as ILs go.