Thank you for the kind words! And yeah, fun coincidence :}
Kaciom
Creator of
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Thank you for playing! I did actually consider adding the player’s velocity to the bomb on hit and/or taking the player’s position relative to the bomb into account so you can use movement as a tool to boost the bomb but the movement and bomb interactions are already tight and challenging so I decided to let the player have more control over the direction of the bomb by limiting it to the hit input direction, similar to hollow knight or platform fighters such as smash bros.
TL;DR: It’s a balancing decision I’ve made vs realism.
Thank you for the detailed feedback!
I’m glad you liked the instructions, we tried our best to keep it as visual as possible!
For that level, I wanted to put it as a challenging practice of the mechanics you’ve learned so far before introducing new elements into the equation. I did actually consider making the wall thin there so you can cheese it if you’re struggling but I thought it might seem like bad game design from a player’s perspective.
We might work on the game a bit more later on since the feedback is mostly positive so far and the issues mentioned are mostly about accessibility with controls. No promises but I am planning to add controller support!
Thank you for the honest and detailed feedback! You're right about the keybindings, I should've gone for something more intuitive for WASD players. Usually in my mind, platformers are always played with arrow keys so I focused on that control scheme too much but I still wanted to create a WASD control scheme for the ones who want it. I guess Shift for the dash would've been a better option.
And for the dash instruction, we simply didn't have the time to make a diagonal one. :(
I'm glad you enjoyed it!
Thank you for the feedback! I wanted to have wider movement options so that you can space yourself around the bombs more easily. Also, I really wanted to see what speedrunners can do with wavedashing to improve the times on the level. As a Celeste enjoyer, I couldn't help myself but add those options to push the movement further. :D
I had other mechanics in mind based around the main mechanic like a bomb that creates a platform once it explodes but we could only work on the game on the last 2 days so we kept in only the core of the play.









