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(+1)

Nice entry, had to read the comments too to figure out the first level. Assets were well-chosen/made, and the game had a consistent aesthetic. I have a small nitpick on the player's hitstun, it's really long and cuts momentum. Jumping felt a bit heavy, but this could be intended in the level design and thus I won't complain haha. Good job!

Thank you for playing and the feedback! I plan to add a better visual hint for the first level and I can speed up the recover animation a bit to make it faster. The jump is slightly intentional, the second jump is a little less than the first to prevent to much recovery when falling into a death trap (sloppiness on my part with the way it was done) but sometimes if a player is jumping multiple times in quick succession the jump doesn't reset to default and you get the gimped jump. I think its because I relied on tile detection with the player for the reset to occur but also have a little input forgiveness on the jump commands.