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(3 edits) (+2)

By and large I enjoyed the movement! Here are some of the thoughts I had as I played--both things I liked and things I would've liked to see:

  • Chaining Goobi's spin attack to cancel a dive for some extra speed is very satisfying and creates a good way to both clear distance fast and get across longer (but not necessarily higher) gaps--I'd love to see that kept!
  • Goobi's jump animation can sometimes make his movement hard to track--in particular it's not quite responsive enough for me to always have the best grasp on his jump height. I'd like to see a separate animation for while he's going up in particular, to more easily learn his jump timing.
  • Wall attach triggers are very sticky! I'd like it if shorter walls couldn't trigger them at all, personally, as I kept having issues where I'd jump off a wall while platforming up steps.
    • I want to be able to cancel the wall grab state using Goobi's spin attack--it'd serve two functions, both allowing a break out of a wall attach state and a way to quickly hop up once you make it near the top of a wall. In fact, I think this could be a novel way to solve a large part of the wall attach stickiness issue, turning it into a feature wherein you can use the spin attack to clear the rest of the distance if your jump is a little too low and you end up attaching to the wall!
  • Lastly, some footstep sounds would be a nice extra touch that'll make Goobi feel more present in the environment.
(+2)

Hey thanks for playing the demo! 

So, I do agree that the jumping animation can be a bit weird at times, so I do plan on fixing it soon.

Also, wall jumping is still a work in progress and I'm completely redoing the system from scratch, so hopefully, it will feel better.

Thanks a ton for trying it out!

- R1GBY

I agree with the wall jump thing, also had the issue where I accidently jumped off wall when I was trying to jump up the steps.