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(+1)

Thanks for the feedback! I wonder how we can de-emphasize the UI reliance. I guess ideally the actual animations will clearly indicate how close to falling you are.

Whoops… yeah don’t press backwards 🙈

Mikhaela did a great job with the music so the balancing stuff was my mistake. Kind of frustrating that you mix audio using Db in unity. Easy to have 1db too many make a super noticeable difference. Tired me was a little careless.

(+1)

Understandable - it's a jam game and you can only do so much. I just figured you guys are pros and would appreciate the more detailed technical observations about the audio., especially.

I don't think you can de-emphasise the UI reliance. As it is it's amazingly minimalist (well done!) but whenever you have this kind of game that requires intense concentration on micro elements you do, as a player, end up zoning into whatever is giving the visual feedback, which is usually the UI or a space directly in front of the player character/object, and missing out on everything else. I don't think there's a solution, except perhaps with very complicated and nuanced audio that would require headphones for accurate gameplay.