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Thanks a lot for the feedback. I did worry about relying too heavily on the coyote jump puzzles to make up for the ease of enemies and generous hit- and hurt-boxes. The screen transition is actually my biggest personal pet peeve about how to restructure my metroidvanias. I had to make sure that I wasn't putting the player in immediate danger when entering a new screen. Would you mind pointing out on the map which rooms/screens you noticed the issues with. I think I have a pretty good idea of which ones are the culprits, but I want to make sure so I can remember to address this in the future.

And thanks, yeah the rework was almost perfect for me personally. This is the first game that I can say I put thought into level design and managed to design almost all the rooms. I'll definitely let you guys know when the next MVM happens. I just didn't have the energy to dive immediately into the current one after this jam like I thought I would.