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I like the game even though I'm not good at it, definitely something I'd happily sink the time into playing and learning though!  The tag powers providing both combat & mobility is sick!  I loved launching myself and the AVAF with the blue one.  The pause menu icons are cool, but it'd be nice to have some text appear somewhere on mouseover saying what that button does--I was a little disoriented when I first paused the game to fiddle with my settings.  The default FOV is too low--especially for the combat challenge.  It's probably just a skill issue but I think it's too easy to accidentally yeet oneself off edge of a building without any way to save yourself.  Also, please limit FPS during pause & start menu--I can hear my GPU taking off.  But don't let my nitpicks dismay you--it's real fun!  You two definitely nailed the vibe & gameplay of Jet Set + Mirror's Edge both gameplay, aesthetic, and theming!  I'm looking forward to seeing & playing more!  Here's a video of my playthrough (needs time to process HD version fully), I hope it helps!

(+1)

I'm so happy you got around to recording and posting that video - it helps us so much! We're already cracking down on a FOV slider and quite a few quality of life fixes + settings screens. Here's a little secret: we're tweaking  player gravity and jump distances to help with people jumping off ledges (a scary tweak since we're actually pretty far in level design).

Stay in touch, I'm excited to see what people think of the new updates. Also if you can, shoot me your computer specs: that way we can take a look at the pause and start menus! 

Glad it helped!  My specs are as follows:
OS: Windows 10
CPU: Intel i7-4790KI @ 4GHz
RAM: 16GB
GPU:  AMD Radeon RX 6600 XT w/ 8GB VRAM

And I encoded the video with my ML/Video processing GPU so that shouldn't be effecting anything that much (I'm not made of money, it's just my old GTX 970).  Really though, the remark about limiting framerate during the pause menu is that UE disables most actor & component tick functions while the game is paused so the GPU starts rendering frames without the CPU holding it back.

> Here's a little secret: we're tweaking  player gravity and jump distances to help with people jumping off ledges (a scary tweak since we're actually pretty far in level design).

That's a pretty big change--idk how you're calculating movement but you might want to increasing air friction first (that's usually what the complaint about floaty jumps means), or adding a double jump.  You can also try adding "just-in-time" jumps i.e. let the player jump briefly after starting to fall of a ledge.  One of the Dead Cells devs gave a GDC talk where he briefly mentions it (if the timestamp doesn't work it's the "Control tricks" section).  If it works it'll save a bunch of time redesigning the levels!