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(+2)

A nice experience and really showcases what a good represented highscore system can do for a game. I do wish that the jump was more of a max jump each time instead of having to hold it to get, but at the same time it does add to the difficulty, I just prefer that it is not some slight slowness to the controls that does it. But very engaging.

(+2)

We are very pleased to hear that the highscore system has the intended effect, haha. The movement mechanics turned out a lot trickier, design-wise, than we anticipated I think. We actually started out with a fixed jump height, but decided that having a variable jump height worked better. Generally, the feedback we’ve gotten has been equally for and against it, and even touched on some nice details (coyote time, input buffering) that we’ve only considered briefly, or not at all. Thanks for the feedback, and we’re glad you liked the game. :)

Yea, movement systems are one of the toughest things to do in a platformer and can take weeks to develop.