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hdelc

6
Posts
A member registered Nov 05, 2021

Creator of

Recent community posts

Thanks so much for the feedback! This was our first jam ever, so I think we just got a bit lucky with our project scope. Currently preparing to completely overload ourselves for the GitHub GameOff :P

Coincidentally, Bitboy has the same jump style as the character in Epsilon Naught! It doesn't feel as good in this game, though. We wanted a high jump speed and high disparity between partial and full jumps, so I wayyy overdid the gravity and accounted for it with a low terminal velocity.

I'm glad you enjoyed it! Aiden (aekai) made both the music and art for the game (he's a machine), and it's pretty fantastic! As for your high score, that's pretty impressive with Jankman! His movement is... well... jank :P

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Actually, I also had a question for whoever on the team wants to answer! How did you implement the jump mechanic? Our whole game revolved around us trying to figure out how to implement a decent-feeling jump. Full-jumps are pretty easy, but allowing players to short-hop without ruining the integrity of the full-hop proved to be more difficult than expected. Our best-feeling implementation was a constant upward velocity while the jump button is held (until the jump expires). Your jump was not that, and still felt pretty good, so I'm curious.

I am beyond impressed by this project. There's a very appealing and relaxing art style that complements the chill music. The player animations look great, the controls feel very responsive, and I'm sure a ton of work went into implementing enemies that we can't see right now, all done in such a short time frame! 

Collisions are a bit rough, but I've experienced firsthand how annoying tile collisions can be (I made the arcade tile platformer), so I really don't blame you :P

There were quite a few blind falls in the levels. Maybe a looking up/down mechanic could be useful? That always felt pretty good to me in Hollow Knight. However, I will say that I had no problem because of premium quality level design! I really appreciated how the only dangerous blind fall had an indicator:

Absolutely stunning work from the whole team! Looking forward to see where this game goes :D

Definitely cursed. Can confirm.
(I was also dying of laughter the whole way through)

Really loved the music! Excellent vibe. Interested in seeing what comes next in the story! :)