The story is told in a funny way and the pacing is decent enough. A chapter select feature wouldn't go amiss in the future so you don't have to repeat certain parts to get to the secret chapters. :)
yaotu
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Oh, yes... That's something that happens in all levels if you time your jump in such a way that you would arrive somewhat underneath the platform due to the different collision boxes between the jumping and running state. I'm not quite sure how to fix it yet without potentially breaking other parts of the game. =)
I updated the game and gave players some so-called coyote time (a few extra frames in which to jump off platforms) as well as made the movement speed of the pressed state equal to the normal movement speed. It should be a little more enjoyable to play now.
Please let me know if you find any issues with it. :)
I really enjoyed playing your game and I think this swapping idea has a lot of potential.
Besides, I'm a sucker for games that use portals in order to progress through levels, and I'm not at all subjective, haha.
The only thing I would have changed was the movement speed, but I know you already got this feedback, I am just adding my 2 cents over an already large pile of coins. :P
In any case, nice job!
After about a billion attempts at that last level, I finally got the hang of it and finished the game, lol.
I think that having spikes that only sometimes kill (or that at least gave the appearance of this) was not really the best idea, and it's the first time I have seen invisible pits, haha. But I am not an artist and I perfectly understand the difficulties in drawing clear distinctions between objects in only 2 colors and a few pixels. :)
I know about it, though I have no idea what caused the freezing issue. I could release a Windows version which should be much more stable. The windows one is actually the one I originally worked on.. I only had a few minutes left to tweak the code and test the web version when I realized I was working on the wrong build, that's why it turned out so..glitchy. I'll try to smooth it out after the jam.
About next year... I hope I will be able to do game development more often, to learn more and make better games, maybe go into it full time at one point..:)
Nah, you're absolutely right, the levels did not need it.
I think I made it like that when I started developing the game without being sure where I was going with it and just never considered it again. Pretty silly of me. Not being able to jump should be enough as a limitation of the "pressed" state.
I'll keep it in mind for when the jam is over. Thanks a lot for your feedback! :)
Oh, haha, I am really flattered by your praise.
I saw people were speedrunning Interdimensional Spike, so this time I intentionally left a few somewhat hidden methods people might use to quickly pass through some levels.
Please let me know if you find any problems with the game that might smooth the experience if fixed. I can make tweaks to it. I know the movement, for instance, feels pretty janky, especially when jumping from a platform to another.