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Hello JD Nation,

This is wonderful, thank you for the thorough reply, much appreciated. I agree with your points; those are valid rooms for improvement in this game and we will also take care of that in future games.

In which sequence did you acquire the abilities? Normal sequence is Wall Jump, Double Jump, Power Dash, Gun Upgrade and Roll.

We included two sequence breaks, a total of five different orders to acquire the abilities, and Power Dash is completely skippable: the game can be finished without it. The sequence break moments use movement mechanics to reach for higher spots; they are not hidden paths or breakable walls. Finding these sequence breaks allows for faster routes to 100% in less than 18 minutes.

We are grateful you recorded some footage, please let us know when you upload it, looking forward to watching it!

(2 edits)

I did the vanilla sequence as you described.  It took me a while to get the first one since I kept exploring the wrong routes.

To your questions about how obvious multiple routes should be; I think the longer a MV is, the more alternatives it should offer, so it's fine to be linear near the beginning, especially when you're teaching the player how to use the core mechanics.
For obviousness,, I'm not sure.  If they're looking for it, they'll find it, and if not, it doesn't matter either way.

I'm not much of a min-maxer or a speed runner, so I don't have opinions on sequence breaking.

It might be a while before I upload the footage.  The file size ended up being a bit unwieldy.
EDIT:  Maybe not.  I recaptured it at a smaller size.  Here ya go - SMVM22 - Goat's Gorge Pt1 Wall Jump