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(5 edits)

Thank you for the kind words.

In regards to the "floatyness", that might be because, in order to avoid cheesing with mid-air flips, I made it so your luck depended on which direction your velocity was headed, rather than your input. Perhaps I should make aerial deceleration faster to compensate? Maybe even add an air dash move? I'll have to work on that if I ever make a post-jam build.

In the game's current state, the trick to switching luck while airborne is to stay at a standstill, then press both jump and the opposite direction at the same time. Some good 'ol coyote time would probably aid in that as well. You can never have enough coyote time.