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(2 edits) (+1)

Hey Joe! Just finished the sheet! I love this game so much... Keep up the great work! Three things I forgot to mention on the form;  The sound when you land back on the floor get pretty annoying after it repeats so many times,  so maybe make it quieter or change the sound, and also, when you hold the jump button, it looks like he "charges" his jump. This should make him jump higher, and I think that would be a cool mechanic to have! Finally, whenever I die the screen just goes to black. IDK if i'm doing something wrong or what, but if I am you may need to make it clearer whats happening, as it seems like a glitch... Other than those! I love it! Keep up the good work!

Heya! Thank you for the feedback. I'm really glad you could enjoy the game (:

I had lots of sound problems because Construct is a pain in the @ss to handle some problems, mainly related to sound volume and stuff. That's the reason I didn't finish the options button btw haha
The falling sound got me anoyed too, I was considering changing it's volume and make it vary a little more. But I got the conclusion it wasn't worth the work for a testing version of the game. If we decide to finish developing the game we'll probably do that on Unity, and that itself already makes it so more confortable to work with sounds. I hear you tho, I know there are lots of volume and audio problems on the project (I just wish I had the time to make the sounds myself).
About the jump, it's a funny story. The first version of the game had the normal instant jump (you can check it here if you want: https://www.scirra.com/arcade/adventure-games/momos-adventure-29580 ) and for me it was working perfectly. As I was validating the game tho, I used a metho called Fly on the Wall (where I watched people playing the game avoiding saying anything), and the 'double jump' puzzle was just too dificult. People would get stuck in there and give up on playing it. So I started telling people what they had to do and they couldn't make it anyway (maybe for lacking of action gaming skills?). To "help" those people I changed the jump action so it'd be on button release. I did this cuz if the player was trying to jump and change places with the beacon, I could know that and make it jump higher anyway. You can actually see that on the game: if you are holding jump and change place with the beacon the game will force a jump in the end. It seems I didn't let it clear on the gameplay and the new jumping system become really unintuitive. I've seen many people failing on basic jumps because of timing and etc...
A fix for this would be maybe create a difference between jump forces as you said or maybe allowing both ways of jumping? Idk yet what the best option would be haha

Thank you a lot for your time on testing/answering/commenting. I really appreciate it and it really helps to make a better experience for this or new games!