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Hard agree, there were 100 different parameters that could use some fine tuning i.e. max speed, jump force, player acceleration, etc, before we had time to worry about stage design. We kind of winged it. It didn't help that acceleration due to gravity itself (as it varies among different slope angles) was hard coded in the last few hours of the jam because I stubbornly refused to leave everything to the 2D physics engine that came out of the box. Thanks for the feedback!