Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags
(2 edits)

Controls were very awkward (to me at least). Having a running button was pointless since it was pretty much always mandatory to be running. Dunno if walking is required later on and if it is, having it be toggleable would be better. And because there was no friction at all, stopping was pretty much a no-go as well (also because of the tilting/falling platforms). And because of that you were required to hold forward down all the time as well. Would have liked the turning speed to be a bit faster.

Why just plot down all the keys to the left side of the keyboard? Sure, WASD controls are a standard for FPS games and others using the mouse but no point in making the left hand do all the work when the right (that being even the dominant hand for vast majority of people) one is doing FA. After almost cramping my hand holding down all these buttons I remembered that it was an Unity project so I backed out and tried the config dialog. But nope, you just hard coded the single keys in. Might wanna use that (or some other input manager) in the future, makes it easier to add alternative keys or even allow players to configure them.

The movement speed and the animation speeds didn't match at all, made it look weird. Adding a small dropshadow under the character would be nice, making it a bit easier to keep up with the perspective and positioning.

One easy visual addition that comes to mind is adding a bit of a ring around the block that is falling to the water. You know, kinda like waves. It would help make sense of what is actually going on instead of just looking like a glitch. I first thought that the whole thing was just z-fighting ;)

Props for adding keyboard shortcuts for retry and skipping the start animation. Seen so many jam games that are 100% keyboard controlled except for requiring the player to click on a button to retry or such.

(1 edit)

Hey there,

about the first part you wrote, all that was given birth because of the bad level design. Stopping and returning was supposed to be able in some parts, but that was just if you would be really good.
Running wasnt supposed to be mandatory, it was supposed to be a "too fast" thing, which you use to accelerate. Holding the run button was supposed to be a short thing, of some seconds. I just didnt get the numbers right in time for the runspeed and walkspeed.

Sorry for the inconvenience that all that caused you. I took notes, and I will do better next time. 

Thank you for playing, and even more thank you for taking your time to write all this!

See you at the next game jam :D