Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

Of course, I am happy to provide more feedback. I'll try to be constructively nitpicky to give you as much information as possible that you can take or leave for your next platforming endeavors.

  • The jump height is pretty short. This is not necessarily a flaw, but it's a deviation from the traditional jumping in most platformers. You'd have to readjust a lot of the game around this if you were to change it though, so perhaps the jump height is fine in this case.
  • It seems like there's two discrete types of jumping. When you are completely still and when you are moving horizontally. And these seem to always follow the same trajectories. This is a pretty old-school jumping behavior that I wouldn't expect in any modern platforming. I think the only other game I've played that has this kind of jumping is the Donkey Kong arcade game from the 1980s. This is probably what felt the most awkward to me.
  • If you are running up against obstacles (like the rocks at the beginning of the game) and then you jump, you will not move past them even though the jumping animation implies that you should be moving horizontally.
  • Unlike the horizontally moving jump, the vertical jump when you are completely still has drastically longer animation delay before you leave the ground. Admittedly I am not entirely sure how I would make this better myself without having to mess about with the animations a lot, and I really like the animations! It also seems like the vertical jump is mostly there to transition smoothly into the climbing animation. (Which does work well, btw!) So tweaking this has more implications elsewhere.

Again, I hope it doesn't sound like I'm trying to tear the game apart with all the nitpicking, I think its a great game already. But hopefully this more detailed feedback is what you were looking for. Cheers!

Thanks for taking the time to write such detailed feedback, this is really helpful 🙌