Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
(+1)

Just on the gameplay. The game mechanics feels ok, the gravity is maybe bit too weak. However, the dash direction is strange: I expect the dash to act on the vector of the player movement, not just the latest left/right directions. Dash makes sense on the ground while player is moving, so left/right, not standing. Dash while jumping feels weird, and if available, it should accelerate vector of the jump velocity. Anyway, dash while jumping does not have anything to do with running, is more about flying :-) Jumping while in dash makes sense, but I would expect the dash to make the jump 'bigger', not just faster along one direction.

the gravity is maybe bit too weak

Yep, totally agree, I will try to figure out a more snapper strength.

the dash direction is strange

Hmm, I designed it to mimic Megaman X's dash, there you can dash when idle. So you don't need to pass through walk first, allowing fore more precision in dashes.

E.g. if you want to make a dash on the edge of a cliff, with spikes on the head, and a spike pit, passing through the walk state can be dangerous.

it should accelerate vector of the jump velocity

Yeah! I am trying to add this, to mimic achieve the same behaviour as in Megaman X as well.

But currently it doesn't modify the vertical vector's velocity, only the horizontal.

I will try to polish it a bit, as you can see it is way too strong in air!

Thanks a lot for the feedback, I will try to digest it and see how to fix these issues!