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Very interesting concept you have here. Most of the game was very good, and I enjoyed the level design, except for the first levels where you can beat by literally holding the button the whole time. There was also something that quite bothered me: the camera. It's fixed in a position where we can't see far down. Sometimes, we have to jump down into something we can't see. I think that for platformers, not seeing where we are jumping into is a sin. But hey, other than  that, you got a good thing going on here!

Thanks for playing as well as the thorough feedback :)

We were thinking that unable to see some part of the level will bring thrilling / surprising experience, yet do agree that it's really experimental. Do you have any suggestion on how we can bring this experience somehow in the game?

(+1)

The best way to make blind jumps is to give some time for the player to react. This can be done by capping the fall speed and, most importantly, giving more camera space. Think like guitar hero, where you can see the notes coming way before you have to press the buttons.  Camera control is a hard thing to get right...

Thanks for the tips :)
Yap, that can be done. But since this game is a little bit slow paced, probably making it that way really need a lot of testing and probably need a lot of adjustment which is not in our favor this time hahaa.
And also, yeaaa making the camera work is super hard XD

Done playing yours as well :)