I made the game jam version private because people were getting confused
Dillon Steyl
Creator of
Recent community posts
Thanks for your feedback!
I don't think it's necessarily the checkpoint system that's the issue - I think it's just the difficulty ramp of this prototype is WAY off because I obviously have played this game a lot throughout development so I overestimate what beginners are able to do.
I did think about the system you described, but the issue is that a lot of players will bounce around on the saplings instead of actually touching solid ground. It might be worth looking into though.
The wallrun has been a major focus in the last few weeks of development. I'm going to change the way that the islands are shaped so that it's more clear what you can wallrun and what you can't. But if you can give more details about how it feels clunky, I'd really appreciate it!
I'd love you to give our game a try - your feedback on Spring&Fall was really good in the last game jam!
https://dillonsteyl.itch.io/bloodbucket
Keybind system will come eventually - but it is not a priority as the key purpose of this stage is to build up the main gameplay loop, not fuck around with adding settings etc.
Melee already exists - it's a momentum-based system wherein the damage you deal to an enemy is based on how fast you're going when you collide with them.
I don't believe a sniper would be appropriate for this game - this game is about going fast, and I think a sniper would encourage people to slow down and eliminate enemies from a distance which is not in the spirit of the game.
Really appreciate the suggestions!

