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(+3)

The movement was original and frankly very fun! The levels are designed wonderfully and keep you engaged.

If I had to list a negative it would be that the Inputs, if pressed too quickly, are ignored and you end up falling to your death.

Also, not sure if this is a bug, but if you press the jump button right at the apex of you jump you can double jump sometimes. I'm guessing that you are using the player speed for your grounded check, and since there is a split second right before the die starts falling where it's velocity is at zero, you are able to double jump. May be something else though.

All in all, very enjoyable! Ended up playing for over 20 minutes.

(+3)

Thank you very much for all the kind words! Very happy that you liked it!

You are the first person to mention the repro for the double jump and we cannot say how grateful are we right know. We spotted it here and there, but couldn’t reproduce it consistently. We are definitely going to fix that in post-jam update. 

The thing with quick inputs is our “best we can do fast” way of making the grid system. You cannot move mid-animation. The window for not getting inputs is small but it is annoying, especially for speedrun intentions. It will require rewriting some of our core, but we will fix that too. Tbh already figuring out the best approach to it. 

Thanks for taking your time and effort (20 min is waaaay above average session length for our experimental controls, heh) to play the game and also pointing out crucial movement flaws. That really means a lot to us. 
Additional love rays from our programmer <3.


Hope you enjoyed the ride!

(+3)

My suggestion to fix the Input problem:

Let's say you want to move like 1-2-4. If all 3 Inputs are pressed in quick succession, I'd only store the 2, check if there is a stored Input and move the die accordingly after the animation ends. The 4 is lost to avoid the player from chaining to many Inputs. You'd have to be careful not to accidentally store the 1, but that should be a pretty simple fix.

Happy to hear about the post jam update, I'll be looking forward to it!

(+2)

Yes, this is a great way to solve the problem, thanks. I think we will make the movement a command that can be successfully processed or not. Each command, depending on the type, will check its conditions (movement conditions), and stop the command execution flow in case of failure. I agree with you that you should not save the entire input, but limit it to two commands. This is a useful note, thank you very much )