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Interesting you should say that! I thought the same thing in development, and tried it out, but for some reason that ended up breaking the whole jumping system. The hours of debugging that didn't seem attractive, so I opted to just keep it how it was. No idea how changing how a keypress was registered did that, but I'm sorry it make the game less enjoyable! I'm glad you liked how the game worked with the limitation though, and thank you for the feedback!