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Hello from tonight's stream!

I can see potential in this, but right now its movement needs a lot of fixes. The main issues I feel need to be tackled are as follows:

- When using the faster speed, there needs to be an allowance for doing a jump. Many times I would be on the edge of the platform and jump, only for the game to have already made me airborne before the game responds and thus my jump isn't a proper jump. This can make using the run difficult.

- Platforms should not be universally sized the exact same. A great example of this is in the second screen near the top, where there's a platform that is just out from the wall. There's just enough room on this platform to fall off, but this shouldn't be allowed. By that point, the player is done the screen and going to the next, so this platform should be longer to allow the player to only worry about continuing.

- As a game that focuses far more on obstacle platforming, the inability to move or change movement speed in the air can be frustrating. While it does provide more challenge, this method can cause issues when the punishment for failure is so brutal. If you want to keep the inability to change trajectory in the air, I'd say that every few screens you should set it up that the player is safe from falling all the way back down.

- I encountered some glitches regarding grabbing the ledges at the very bottom where you can clip through the ground. Not a major deal, but it could be a problem later.

Overall, the game needs to be more responsive. Right now, the controls feel sluggish and hard to handle. However, like I said before, I see potential here. Some iteration on the game's platforming aspects to make it more fair and fixing the responsiveness should alleviate a lot of the issues.

(+1)

I appreciate your input! I've done work to make the controls and player feel much more responsive and have more weight. I've gotten many comments of the floaty nature of the player and have hopefully resolved this. 

As for the matter of controlling your player in the air, I have decided to fix this by adding multiple difficulties. In the base difficulty, casual or assisted mode, you will be able to control the player while in the air and have access to checkpoints. And in higher difficulties, you will not. Among other changes. I believe this is a good compromise to have a mode for players to learn the layout of the game and the mechanics of the player, while still being able to have the challenge I'm looking for. I'm also modifying the movement mechanics and how they function to make it more intuitive and fun.

I'm releasing a new overhaul update come next the end of next week with a full level redesign, more background art, better mechanics as I mentioned, and a proper ending. I'm grateful you saw potential in my game and hope you give it another chance at some point when it's further in development. I have quite big plans for this game and would love all the feedback I can get ^^.