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Hey, thanks for all the feedback! Someone requested analog controls in a past jam where I was also using raylib & it turned out to be pretty easy to implement, and I was able to make a reusable control scheme. I know how it is from the other side - I hate using analog stick instead of dpad - so it's only fair that I should make both options available.

For the dash, I was basically emulating some of my favorite metroidvanias - Hollow Knight, Environmental Station Alpha, and the Assault Crisis series (Japanese indie games) all have a similar dash. There's some other cool things I want to do with dash that I didn't have time to implement in a game jam, like walls that can only be broken by dashing into them, damaging enemies with dash, etc. I'll keep it in mind that the dash felt robotic. Also, I noticed that you can dash in the air multiple times & at first I thought about trying to fix it, but decided it wasn't really a problem in this particular game. In the future I will probably limit it to 1 dash before landing though.

As for the spikes, I think the problem probably comes from not having visual or sound effects when taking damage. Your health resets to 40 whenever you enter a door, so maybe you were thinking of damage taken in a previous room. Also, there is about 1 second of invincibility frames, but there is no visual or audio effect for it yet. Sorry about that being underdeveloped, I would like to add that in an update after the jam is done. If you end up running acros it again, definitely let me know, I'll try to fix it. I'll check it out on my own too.

Good luck collecting all 50! I will post a video on youtube of collecting all 50 in case people are stumped and want a spoiler.