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The game gets more interesting when you realise your jump is on a timer rather than being able to jump while touching the floor. This gives an interesting gameplay element of spacing out jumps while dodging and weaving against the ghost. I found it pretty hard to get used to, though, since when I’m on the ground I expect to be able to jump immediately. Maybe a better cue for the jump timing would be playing a character with wings, and once the wings have completed their “flap” animation you can jump again. There would still have to be an intuitive way to teach this to the player - maybe you crash land if you try to fly too fast.

My best score is about 45 choco’s.