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(4 edits)

thanks for playing, and your feedback.

i did want Jump Count in but struggled with how to go about it. initially i thought to fade a # out @ each jump instance but thought that would clash aesthetically so left it out (and honestly didn’t revisit the notion until you brought it up here). i do have an idea to make each jump play a higher-pitched/different SFX that we’d subconsciously keep track of? i can try that out easy enough but will definitely think more about the notion so thanks for stirring it up.

re: Floaty Fall, it’s something i hear often in some of my projects/WIPs that i share. honestly, i prefer it over alternatives most times so it’s not up there on my things to address here (sorry :) ). i did include “stop ascension” via [Down] to add more control, tho, which i think was necessary.

with that, something i tried to focus on was a balanced challenge. i continually tweaked mechanics to a point where an entire level could be cleared in 20” for max points sometimes while feeling natural and fun (early iterations were a bit less so). a couple of testers offered “that feels just right” and i agreed so here we are.

on the Restart question, i’m not quite following. yes, [LMB] does restart (i forgot that i left that in from when i was testing level generation and it didn’t carry into the Controls instructions here) but [Shift] also Restarts. i’m using [Enter] to Refresh the High Scores and i wanted to be able to still run and jump @ the Main screen “just for fun” but i’m not understanding “change the text” in this context?

finally, yes. i did pour a lot into this while there’s always room for improvement but i do appreciate the results :)

i’m not finished with this project just yet so thanks for the Feedback. i should have Controller support in soon and more so keep your fingers nimble :)