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A member registered 41 days ago · View creator page →

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Make sure you are holding down jump for the entire jump, gravity is turned up when you let go of jump to make things more responsive and less floaty and jump later than you'd think you would need to there are plenty of coyote frames

Yes, i removed that for now. I found it hard to design interesting jump puzzles with double jump.

I don't have that planned for right now, but if there is enough demand I can definitely try!

Sorry about that, that update had quite a few issues. The new update should work fine!

At this point I don't think so :(

I appreciate the criticism.

Sorry about the falling out of the map bit. I lost a ton of progress when I saved my project with no free space and everything got corrupted. I must have missed that putting the pieces back together.

I just put out a patch addressing the issue.

I'm not sure how I would implement vore in a way that wouldn't hinder the players progress outside of having some enemies that help you get to new areas or something like that which would be fun to add. I agree the beginning enemies are lacking. I started this project as a fun way to learn coding and those were the first ones I cobbled together. They aren't all that good honestly. If you went through the second level the slime enemy is more like how newer enemies would be. But long story short, yes they do suck lol.


I appreciate that! That's what I was hoping. I totally agree I swapped out font for the tutorial with the newer more legible font but I neglected to add it to the menus. I just swapped it out with the patch as well.

I hope you can give the second level a try! It's much more interesting. The tutorial isn't all that much fun and is from when I was very much still new to game making.

Awesome, thank you! I'm glad. I was hoping to appease the endo lovers and the fatal digestion people.

Also I am aware of the audio bug when jumping I'm not sure why that's happening but I'm working to fix that

Honestly I'm not super into it myself but I've seen a lot of suggestions for that addition so I think in future I will make like a "health up enemy" that the player vores to passive regen until full. I have adjusted the difficulty for the next update. I'm still wrapping up adding more content right now I'd have liked to do a lot more but life has gotten in the way a bit

Thank you so much! I'm glad you like the project pnuemon! Thanks so much!

I just tweaked it so that you don't bump your head on the other platforms and doubled the coyote time so that should resolve it :)

I'd love to! I'm using Godot so I don't see it being too terribly difficult but I'd have to figure out how to do the player inputs. Some day absolutely!


You too :)

I just adjusted the coyote time and the jump height to make the jumps more forgiving, it's hard to make them challenging without making them trivial but I hope this is a good balance.

The current stamina regeneration system checks if the player has struggled at all for that cycle. I think I will put it on a timer and make it a continuous regen effect for when you stop putting in inputs for like 0.5 a second. The current way the enemies are setup is very difficult. I am having a hard time finding a balance between challenging and unfair at the moment since obviously everyone's skillset is very different. So blanket difficulty settings is coming in the next update instead of sliders. Which means guitar hero style of difficulty. IE making the struggling only 5, 4, or 3 keys and making everything slower the easier difficulty you select and then making you choose a difficulty before you start is definitely coming.

I'll make them a bit brighter :)