Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

jloc

4
Posts
2
Following
A member registered Mar 17, 2019

Recent community posts

(1 edit)

Incredible amounts of effort for the Shakeover. Extremely unbalanced, but I suppose the same can be said about KFAD thanks to the Shakeover...

Since the triggers for unlocking jump and camera up/down don't cover the full width of the stage, I managed to get to the second moving platform without unlocking up/down camera control, making it impossible to lower the bridge without backtracking for an invisible trigger. If you try to jump to that platform without lowering the bridge, it respawns you above the water, softlocking you. Might want to fix that, since someone could try that even if they do have camera controls.

The sensitivity is so high, looking around is only comfortable if I cut DPI down to about 1/3 my usual setting. I worry that could aggravate the motion sickness new players tend to experience.

I might recommend raising the jump height just a little, unless you do want to force them to look down for the platforming (in which case it's fine). Not having the vertical camera control made the jumps really hard to time (which probably should have made it pretty obvious I missed something).

The midair jump was really finicky and took me several attempts just to figure out how to activate. The hitbox needs to be bigger- I can't tell if it needs to be taller for easier timing, wider for easier placement, or both. I just know it didn't activate until my fifth attempt, and I still fell to my death because it activated too late to make the jump. If it took me six tries, it will probably frustrate someone that hasn't played through eight chapters of Celeste and the entirety of A Hat in Time.

I'm also not entirely sure a midair jump as an environmental object you have to interact with in midair needs to be introduced at this point. As a platforming element, it would be better replaced with an object to replenish a previously introduced dash or double jump ability (as seen in both of the previously mentioned platforming games), and as a way to teach mid-jump interaction, it would be better replaced with a button you have to jump to reach (which is already present elsewhere).

New, interesting gameplay mechanic. Wish I could rebind keys, but I probably couldn't beat this anyways. Still working on Farewell.

(2 edits)

Warning indicators - good

powerup icons - not distinct enough (bombs are distinct at least)

drop items on death - drop too many???

occasional spawning in a wall that fills the screen - might want to fix