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(1 edit)

I loved the art. Impressive how you could manage so expressive movement and forms into this small space.

Musics fits in just on the spot for the theme.

Edit: I forgot to mention that some platforms "feels" wrong 'cause the character jump is more like a cinematic platformer jump.

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Thnx for playing and the comments! Seems a lot of you guys are having trouble with the cinematic style… too bad it was the original idea i had in mind then :P Now joking… jumping and collisions definetly need some fine tunning, but I won’t be dropping the cinematic style over full mario-style air control.

Animations ate a lot of the available time (particularly death animation… but seems it paid off ;)

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I totally agree that the time expended on animation did worth.

Just to sum up: I love the cinematic style and if you allow me to say I think that maybe tha case in here would be just some slight tuning on level design.

Totally allowing any feedback… how are you supposed to make things better if not hearing other ppl thoughts on them? Some fine tunning on the level can help for sure, and moving for a 2 state jump mechanic to a 3 staty probably will help as well… now you have “no landing” or “heavy landing”… I am thinnking on adding a “soft landing” with lower recovery time and keeping part of the horizontal momentum (maybe a roll landing?), also grading a bit initial boost so the minimal length of a jump is reduced significantly… Still needing to go through many things before fixing on those, but I keep them in the high part of the list. thnx for the feedback!