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That was a cool  platformer !

Very cool art and aesthetic, the game play might be simple but the charge up dash punch and bell jump reset was fun enough for few levels in my opinion. The last level was a little bit hard for me but mainly because i was inpatient when i died and wanted to go back to where i was and died way more then i should have haha. I think this could become a full game and people would buy it for the art itself alone !

Also the camera transitions are very cool and again the game looks fantastic.Sick game overall :)

I'm glad you like it!

As with all my jam games I've considered turning them into full games or updating them in the past, but I just don't think I have the skillset to pull off what I'd want to do with this game right now.


In the future, though, I very well could!

I downloaded this game some time ago but never got around to playing it until now. As such, I don't know if these critiques are in any way relevant to you currently, but I thought I'd share my thoughts regardless.

Firstly, I would like to say that while I enjoyed how the hover and the dash are linked to the same action/button, I wasn't a fan of how the only way to cancel a hover without dashing was to let it time out. Not only did it reduce the hover's utility as a tool to maximize air time (given that the player loses horizontal control while hovering), but it also reduced the moves' utility as gap cleansers due to how Ase would "sometimes" not dash because I let go just a second too late.

My suggestion would be to have the hover always transition to a dash when the player lets go of the button or times out, unless they press an additional input to cancel it, such as jumping or even crouching. That way you could keep the hover's fixed momentum trade-off without running into the aforementioned issues.

Secondly, it never felt right to me how magnet-jumping didn't reset your ability to dash/hover again. My intuition always told me it would, and I always had to consciously remind myself it wouldn't. Then again, one could argue that's just a me problem though, since I had no issue with magnet-punching not resetting my ability to jump again. Something to consider.

Thirdly, though perfectly understandable given the constraints of a game jam, I feel it was awkward how there were paths that required magnet-punching/jumping on enemies to proceed, only for them to not re-spawn if you messed up the jump. I admit, this last one is my pettiest point.

can't get very far into it, but that's probably just a skill issue

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Really love the art, and ur Qodot usage also came out really nice!

I do not enjoy 2D platformers so I'm not trusting my critiques on how the game played but I envy ur art so so bad.

Your critiques are still valid regardless of your skill level.

Personally I think some of the level design can be tweaked to let the player learn the central mechanics without trial and error, but I just didn't get around to implementing it.

Glad you enjoyed the artwork though!