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I did tune the difficulty last minute, because I saw people struggling with the game when they didn't understand all the mechanics of it. You used to have less time, but now you can run past all the rats and never trade and, provided you don't get hit, make it to the end in time.

If we had more time, we would have made it so cheese was only collectible in the future, and made other trades like powerups and such. Unfortunately, there is only so many iterations you can do when you have only 2 weeks and you game comes together in the last day of the jam.

I built the character physics from the ground up, and it was pretty experimental. It has a few features that are supposed the make the controls feel more tight, like coyote time, jump input buffering, jump hold to jump higher, and a non-quadratic jump arc. Can you elaborate on what you thought made the character unprecise? Was it the instant acceleration to full speed when walking left or right?

Thanks for the great feedback!