Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

Cool game! I really liked how you introduced the mechanics progressively, the learning/difficulty curve is great!

As others have said, the controls are wonky though, since, when you try to jump, the game has to wait to see if you're wanting to do a short press, a hold, or a double press.

I saw on another comment that you noticed this problem halfway through the jam, and hesitated to start over, but I'm glad you didn't because I think you still made some cool dexterity puzzles to go along with the one-button mechanics!

Oh! And I like how your jump doesn't get interrupted by the corner of platforms! The game lets you slide up to put you on top instead! I wonder if you took the idea from Mark's last video about Celeste, but anyway it's great that you took the time to implement it!

I imagine the game would have been quite a lot more frustrating if you didn't, since, after a failed jump on one of those steps, you would have to double tap to turn around, long hold to move away from the step in order to reach it at your jump's peak, double tap again to turn towards the platform, and then tap to jump.

It would have been a chore.

Anyway, thanks for making the game!

Thank you for the constructive feedback. Many have commented on the controls, but you are the first to comment on the fact that the game has to wait to see if you're wanting to do a tap, hold, or double press. "Waiting" is exactly the right word for it, and that's exactly how it's implemented in the game's code as well.

I'm also glad I didn't trash the idea. As I've said elsewhere, it was a nice exercise in level design under extreme restrictions. I have watched Mark's video about Celeste, but I wasn't considering it when designing this game. The way I was thinking of it was this: if you tapped the button and you were grounded when you started the tap, you intended to jump, so you should get to jump. The game shouldn't punish you for not jumping with that sort of precision, especially when there's a delay between pressing the button and actually jumping (due to the "waiting" I described above). I'm glad it's consistent with what he mentioned in the video, though.