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Yeah, I see what you mean. It is possible to beat the game without getting hit once, but only through trial and error. I was thinking to myself that most people would play it for giggles the first time and then play it more seriously the 2nd learning the patterns. I actually struggle getting zero debt sometimes, that could have been a red flag.  It was probably a dumb decision to not cut out a few enemies from a few key locations.

I gave the air enemies invincibility on purpose because I was thinking their was no reason a player would stop firing his weapon so if they would just jump in front of him they would just die instantly. I probably should have given then different animation for invincibility.

Personally, I didn't find the platforming or shooting to be finnicky, I actually thought it felt pretty good. I actually programmed coyote time but I guess at some point during fiddling with the platforming code it stopped working in the final game.

Yeah I understand why you gave them iframes, but the ambiguity makes it very frustrating. Having the enemies jump out of the background (being greyed out until they're hittable) would be the best choice in this case. The jumping felt finnicky specifically because of either the movement's inertia, or the way the jump works (it has a preset timer/arc after you release the button maybe?), the exact problem is hard to pinpoint but basically it felt like I would often slide on landing, removing a sense of control. A lot of that is psychological, but important.