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Didn’t bother getting past the first level because of frustrating movement, intentional or not. It is nether realistic, gameistic nor fun. The character moves very slowly unless you start with a jump, momentum stacks unintuitively, it’s very slippery. Basically, you’re playing as a physics-based ball that looks like a human, through levels made for gameistic humans. When I discovered the wallclimb (intended or not) the game went from impossible to easy though.

Good feedback, yes there are some overlooked and rushed elements for the team it was a very good first try as most of us do not have previous experiences in game development. I can atleast speak on the level development as that was my part. For the wall climb it’s a mixture of faults. The jump function is relative to the ground layer. When I made the level I posted it in the ground layer there for everything is technically ground therefore the collisions were climbable. I also thought that leaps of faith were a neat idea because you’d have to trust that there was something there missing the jump might lead to a reset but atleast you’d learn and possibly have fun with the gap in information. I’ll make notes on that and make sure the updated levels post jam are more readable. 

true, it’s not bad for a first project made in 10 days