thx for playing :p
I am also sucker for difficult but fair games. Mine defo needs ton of work to get to that point.
Plag
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Tyy for playing and the feedback!
All of that is fair.
These are all excuses but I wish I had more time to at least add a tutorial map + one more map. I alr had the base ready for them.
I also agree that debuff/buff values and timings need to be balanced a ton. Initial idea was to make it a lot more chaotic. Debuff would cast faster but they'd be a lot less punishing.
Be very fun if it spawned a lot more objects and variety of unique effects. I even had 2 weapons with equip+attack systems. Had to cut them out.
The initial walking speed was actually done carefully. Rather other movement was built around it. It isn't mentioned anywhere but Dash actually gives u Iframes, bet no one knew that xd
Idea was to teach the player that walk is there to get the initial movement, that's it. That is why nearly every other movement has a speed boost of sorts. -WallJump boosts speed towards where the camera is looking. Slide Start boosts speed. -I even added a Dash speed multiplier on ground slam, which is a 30ms window right after GroundSlam finds a ground. All of this was really exciting for me. But I didn't teach them anywhere and that is on me. Core movement was something I've been doing since I've started learning, before this jam, and is what I most worked on trying to balance it for this game.
I actually have a finished vision for this game and will be working on it. Only thing is that I need to learn ton of stuff along the way. Will go back to not having the random buff/debuff mechanic. I might implement them on some maps but won't be the core mechanic.
Overall because of u and others I know what to work on. Gives me a lot of motivation if people are honest about the potential :)
I really do appreciate u giving it a fair try and the honest feedback :p glad u enjoyed it!
I dont know if I am playing it right. At some point I turned on youtube and spent 1h just to get max one successful call per attempt. Was a bit frustrating. That aside numbers sometimes wouldnt dial in. Idk if it was intended. sometimes a number wouldnt dial in for 3 attempts in a row and would almost make me rage quit, which it did eventually xd major skill issue from me.
The game felt more complete tho. Felt like the idea was realized as planned. I just couldnt figure it out.
The only one so far, from games that rotate the map, that didnt make me wanna throw up xd Did get a bugg that put me in an endless loop tho, which was funny. It kept doubling the character until the screen turned black, and kept doubling ig bcuz I could hear it. Got a clip if u wanna see it.
Overall pretty chill. Looks nice, feels nice.
Yo rly appreciate the feedback and thx for playing.
And no I don't think ur bad. If I was to have multiple maps, this map would be like 5th or later. There should be a gradual build up in difficulty. So it is on me.
The core movement relies on carrying on ur movement using slide. But the map is super tight for how fas u can get. And I rly tried to make things less random with the boxes. But I hear u. The jump annoyed me too, but I left it in anyway xd
Thanks a lot :) I've only done movement since I've started so am happy with where I am. I do lack in other aspects because of it. The box idea I had at first almost made me give up, but I found a work around xd
hey man really appreciate the feedback :d
Yea I definitely made it too hard xd I really wanted to create a tutorial and all that. But I have no clue how to create a checkpoint system so I skipped it, since I didnt have much time to learn new things. This project represents everything I've learned at this point!
And am glad you liked the slide! I intentionally made it so that it keeps ur speed at constant value, unless u speed urself up- ex dash while sliding+initial slide gives another boost. I first made it more physics based. But I wanted to simplify everything I can!
I will definitely continue yes. I love movement based games with less randomness. So for a different project I will remove the randomness this one has.

