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I had issue leaving that room too, but it was because I was thinking of it as a typical, Mario 64 type walljump instead of taking in its mechanics and seeing it as the wallkick is actually is. As the leg extends out far, you can kick from really far away. Figuring out you should press the button earlier, and also realizing that you can use the attack to get the extra height from the kick while also being able to safely grab a ledge,  it becomes a really, really flexible movement too. It definitely does take a bit to get used to, but the difficulty of escaping that room means you have to become acquainted with its mechanics at least a little bit

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I spent 15+ minutes kicking off walls, against walls and having the character jerk around as I accidentally hit the wrong wall face with the kick and getting propelled in the wrong direction in that room. The distance felt like there was a single frame or two in order to get it right for the amount of distance required.

Even just some quick texture difference or graphical indication slapped on where they wanted you to kick would have helped me learn the mechanic if you really were supposed to get out of that room in that manner.  For me at least if that was how the game was intending to work it wasn't something I was interested in playing.

Hey man, really sorry you had a hard time there! For what its worth, nothing in the game is anything close to frame perfect. But i definitely agree with you that we could've done a WAY better job of teaching the air kick, it's one of my biggest design gripes atm.

I hope you can revisit at least some version of the game! We do plan to update it when able.

I appreciate that it's a gamejam game so there's too much crunch to get everything right, I'll see how it goes!