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I love the idea of this gameplay mechanic but I can't for the life of me seem to get past the second part of the 'second' level (with the platform top left). There is just no way I'm building enough horizontal momentum in order to get to that flag, what am I missing? I'd love to give it another shot.

Aside from that, I think the idea is very creative and you can definitely do a lot with it. The arstyle is very cute too! It might be a good idea to make the collider on the chestnuts a bit bigger so you don't have to be so precise when clicking. I'm also a little unsure as to what the fall damage death adds to the game? Maybe you were going to base some mechanics on it, but as of right now it kind of feels like a bit of an extra hurdle to finish the level. Let me know if I'm missing anything!


Anyway, congrats on finishing the game! The color palette and theme are very fall-esque and I love that. Thanks for participating in the jam!

We definitely struggled with level-making in the final stretch of the jam!

That's a big lesson to be learned for all puzzle-platformers out there. Level design. Level design. Level design.

To answer your playthrough question, here's a full playthrough with a semi-optimized route.

https://imgur.com/a/2fxpMrQ|

Thank you for the comment!

That movement you're doing on the part I described... just doesn't work for me. Even if I click the chestnut as it grows, while I'm moving to the right, I don't make the platform. Do you happen to know if the movement code on this game is framerate independent? If not, that might be why the character moves slower on lower framerate systems (i.e. playing in browser) which could explain this issue. If that's not it, I might just be doing something completely wrong.

(+1)

That does seem very strange! 

Playtesting earlier would probably have caught this. The movement shouldn't be frame-rate dependent, but we might go over the bugs reported and fix everything one day. 

Thank you for giving it a second try <3