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Yeah the difficultly is very hard. We're thinking of adding more spots where if you fall, you don't go all the way back to the beginning. The character cycles in the direction you're leaning in even if you've just landed from a jump so the best way to stop this is to lean the opposite way or upright when you're mid-air so you don't pedal off the edge when you land. The controls take a bit of getting used to but it's certainly doable. Thanks for playing!
A lot of people have mentioned that the font is hard to read and we have changed it to the font that is on the itch page. I will upload a new build after the game jam ends.
As for the bug, it seems quite odd. I want to explain how the jump height mechanics work incase it isn't a bug. In the game, jump height is affected by 2 main factors. The angle of the player impacts jump height which is mentioned in the opening dialogue "And remember, you can jump higher when you’re upright." However, I should have considered the fact that not everyone wants to read all the dialogue and might skip past this. I should probably also mention this somewhere that the player is less likely to miss. The other thing that affects the jump height is how long you hold the spacebar down for. Holding it down for longer results in a higher jump. I didn't think to mentions this in the game as it's a common mechanic is many platformers. However, I think I should have mentioned it anyway since some people playing the game may not have played many platformers before and might not notice this.
Do you think the odd jump heights you experienced could have been caused by 1 or both of these factors or do you think it is likely to be a bug?
Wow, you actually made it very far. I understand not liking that you can fall down really far but this is by design. It supposed to be similar to games like Getting Over It and Pogostuck. But these types of games are certainly not for everyone. Maybe it should be better explained in the game but your acceleration is based on the angle you lean. Acceleration increases up to an angle of 45 degrees. You will naturally go slower up hill as you have to overcome gravity. You do have to hold sprint a lot but I don't think the player should be able to go faster. Maybe there should be an option to have sprint the default and you can hold to walk
Thank you for the feedback. That's a good point about the spam jump. There is already a jump cooldown of 0.25s but maybe it should be longer. We're planning on adding some updates to the Itch version to add polish and fix bugs and then potentially making a full Steam release after with additional content.
Glad you enjoyed. I wanted to give the game a very goofy serious feel. The art is actually made in a kids drawing program called Tux Paint. We used it to get a unique art style. I don't think the cheese is a big problem as the game is already very difficult and this can only be used in certain spots where there aren't any slopes. Thanks for the feedback.
That's a good idea and it would also help to stop the player dying on repeat if you don't start controlling them again straight away. We will consider adding this after the jam. Only problem is that there are moving platforms later on and this could allow the player to just wait for the platform to come back. Maybe we pause the game when you die. A lot to think about, thanks!
Wow, great game. I liked the art, music story and gameplay. It took me a few tries to beat. The enemy is very good at hiding their weak spot. The hint went you die helped. One small thing I noticed is that there is a clicking sound when the dialogue text is appearing. You can usually fix this by fading in the very start, and fading out the very end of the audio file. Its quite easy to do in Audacity.





