Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

mathizcomz

5
Posts
1
Followers
A member registered Nov 04, 2024 · View creator page →

Creator of

Recent community posts

I've seen quite a few people say my game feels like a rage game. I guess I have a talent for making those, even if that wasn't the intention. 😅

Unfortunately, I didn't have time to do any playtesting before the deadline, so I never got the feedback that the spikes in the second level's wall jump section felt that punishing. As they say, when you've been playing your own game for long enough, everything starts to feel obvious and easy. That's exactly why playtesting exists.

Despite all that, I'm glad you enjoyed it!

Thanks for the kind words!!

The wall jump can actually be done in two ways: you can simply click while falling against a wall, or you can hold the button to enter the wall slide state and then release it to perform a wall jump. In most games, you'd usually have one button for grabbing/sliding on walls and another for jumping, but since my game only uses the left mouse button as input, I ended up going with this approach.

I'm really glad you had fun playing!! 🎉

I'm glad you had fun!

I was a bit unsure about how to teach the ground roll mechanic (it's basically just doing a spin dash diagonally into the ground) without resorting to an explicit "yellow paint" tutorial telling the player exactly what to do. That was the best solution I could come up with.

As for the second level, I think I was a bit too punishing by putting spikes on the wall before I'd properly introduced the wall jump mechanic. Unfortunately, I didn't have time to do any playtesting before the submission deadline, but afterward I realized people struggled with the second level much more than I expected.

Thanks for the kind words about the level design! I'd never designed platforming levels before, but I really tried to introduce the mechanics progressively. My original goal was actually to make something closer to Celeste than Jump King. I guess I ended up making it harsher than I intended, but I really appreciate the compliment! 

Thank you!

Thank you for your comment! I'm really happy you enjoyed it! A large part of the early development was spent designing and refining the character's movement. Unfortunately, I had to spend a lot of time dealing with bugs due to my lack of experience, so I decided to focus less on the audio and pixel art. In the end, I wasn't even able to add any music to the game.