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With just a few adjustments, this could be a great short game in its own right. I enjoyed it, but the jumping needs work to feel less floaty and more precise. I can't remember the terminology, but there's a guy who wrote a book on game mechanics, and he compared the beginning and end of a jump in a video game to a musical note. Might be helpful to look into. If anybody knows what I'm talking about, please reply lol. What would also be helpful are options to invert the camera's horizontal and vertical axes for controllers. I also noticed that sometimes, pressing the jump button simply doesn't work when it should, often at the most inconvenient times, and sometimes the camera seems to get caught on nothing while scaling the peepwatchtower.