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(+1)

Really great concept and great visuals to match. I also appreciate having a menu and configurable settings. I think the game would be massively improved with a few relatively small adjustments. 

  1. Character movement feels too slow. Giving the player faster side to side movement, especially in the air, would make it feel a lot more responsive and open up more gameplay opportunities. The jump is pretty floaty but that might pair well with the increased move speed.
  2. The enemy attack patterns seem to be random which can lead to low engagement. I had a screen full of enemies harmlessly drift past me, which lowered the tension and forced me to wait around for valid attacks.
  3. It was generally hard to hit enemies once they started attacking a platform and it was especially hard to hit them if they were attacking the bottom corners of the platforms. 
  4. Using the default QEF as attacks means that it's harder to use those same fingers for movement. If you decide to use the mouse then you could also consolidate forward/up attacks and use mouse position to choose the attack. 
  5. Collision on platforms can be a little weird. When two platforms are next to each other you can walk from one to the other but not the other way around. I'm sure there's a few pixels of height difference but it can feel inconsistent. 

I hope this wall of text is helpful. I saw you asking for more feedback in another comment so I figured I'd offer my thoughts. 

(+1)

Thanks! I definitely appreciate the detailed feedback. We are working on an update for sometime after the jam ends so we're looking for as much feedback as possible. Originally I was trying to create character movements that were identical to a character I built in another engine but I was having a lot of trouble getting the acceleration to work how I wanted in Godot. But the original version had faster acceleration in the air so I think you're definitely right about how much that would help. I'll try to take a crack at that again and I'm sure I can get something that makes air speed feel better. The hang time at the top of your jump is probably a bit too long too. 

That's definitely a fair point on the enemies. The first one is definitely the least challenging. On the normal/hard level, there is a more targeted enemy that will actively hunt down at least one platform before leaving the screen. I'm working on a ranged enemy that does something similar too so that will hopefully help increase tension a bit! I'm also adding a down attack that helps to deal with enemies on the bottom corner of the platform, I really should have put something like that in the original build. I'll take a look at the platform collisions too, I'm doing something a little unusual to have it be a one-direction platform that also still has corners so I may have made the corner collisions too high or something like that.

The attack idea is interesting, it makes me think about trying to have a dynamic aiming system where mouse position matters. Why I didn't have it aim off the mouse is that my plans originally was to let the player customize their loadout so their down attacks could end up different from forward or overhead, etc. So just aiming it off the mouse would make that more difficult unless it takes into account the direction of the mouse from the character. I have a couple ideas of how I could try to merge those ideas so I'll have to give it a try. 

Thanks for playing and I'm glad you enjoyed it!