very cozy, and the music compliments it very wel. good job!
enby12
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cool game, and there were some parts designed in a way that genuinely make me go "ugh, of course!" out loud. I do recommend looking into some basic platformer mechanics such as jump buffer and coyote time - especially in a game like this, you want the rage to come from bumping into a block that you didnt see making you fall all the way down, not from mechanics that feel a bit clunky or unfair.
Keep it up!
oh, i got 406 seconds by the way (:
oh to be rickrolled a 100 times while jumping through a pink biscuit landscape
i enjoyed it! and nightcall at the end made it all wort it
a few possible improvements:
- just the general platformer jump mechanics were missing, and especially a measured jump (hold the button for a big jump, tap it for a smaller jump) could have made it feel a lot smoother
- the camera was a bit too high, which made it so you could not see below half the time. this meant i did not really know what i was aiming for a few times
- it would be cool if ropes´ momentum worked a bit better; now you could just hold right and you would go all the way right and get stuck. having to swing a bit to build up momentum if your initial jump did not get you the necessary movement would have been cool
overall, i really enjoyed it :)
thank you for your comment! you are 100% right, i think i was a bit lazy with the tutorial tbh and if i were to continue working on this i am going to completely redo that.
Good point on the animations etc., no need to show those every time.
Again, thanks a lot for taking the time to comment, and all the best!
thank you so much for your feedback! most of your points i had written in my document already but i ended up not having enough time to imrpove, which teaches me i should prioritise making the existing features function before implementing new mechanics haha
the amounts are indeed random. i think i struggled a bit with the description of the cards, which left some aspects underexplained (in part due to me being your own tester i guess haha)
the other point you raise (such as the "risk it" function comment) really helped me understand some of the issues with the game as is. I really loved working on this, and if i ever do decide to make it into a full game these comments will be my first go to :).
Thanks and take care!



