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Thank you for your detailed feedback! A unique experience is what I'm aiming for so I'm very glad to hear that. The movement system took the majority of development time and there's still a lot of flaws with edge cases but I'm glad you can see the effort in it. 

When you felt the game was too "slidy" was it particularly on the ground, when landing, in the air, or just in general? Attempting this project I learned there is a balance you have to hit between momentum gameplay and character control. 

The "slidy" feeling was more of a general thing, but if I had to narrow it down, it was more the ground and landing than anything else. I actually think you did a pretty good job though balancing it out. The meticulous work put into the movement system really shows in the game and I could tell it wasn't easy to get it to its current point.