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(1 edit) (+2)

Game was really fun; quite good for a game put together so quickly. With one exception, the movement felt great. Whoever tuned the slide jump, especially, is a genius.

I'll echo others' comments, though: the wall jump is clunky. But it's also powerful, too—most areas that seem made for wall ride, I initially did with wall jumps instead. Heck, maybe this is a part of /why/ a lot of us are finding wall jump clunky; a good amount of us are probably using it in places where it can technically work, but another form of mobility would've worked better. For example, I got through a large amount of the Gold Key unlock path in Sansa Keep using only the wall jump and didn't even think to look for another powerup until that area unlocked by the switch behind the knight seemed impossible—or at least even harder than everything already was. So I was pretty unfairly frustrated with the wall jump around that point LOL

I wouldn't say walljump being so strong is bad, though; that depends on your design philosophy. It does open up routing a lot if wall kick can fill in for other powerups in this way, and I do personally consider that a net benefit. I wouldn't even be opposed to seeing you lean into it more than you already have, really.

All that said, if you were to only take one thing away from my comment, I would want it to be that I quite enjoyed this game, and I really look forward to seeing what you all can do when you're not under such harsh constraints. Thank you so much for making it!