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Ok so Im on your Linux version, and Im already noticing some wonkiness in the controls.

For starters, the grab/throw mechanic was really hard to figure out, as was how to drop objects. A written tutorial with signs would be good

Second, the character slides around when moving waaay too much, leving for frustrating parts where you fall all the way down to the bottom. 

The projectile bounces are infinite, meaning that it bounces around for too long and goes to who knows where offscreen, making it impossible to track the object. I'd suggest limiting the number of bounces/capping the distance travelled.

Lastly, controller support. Explicitly defined twin-stick controlling is badly needed due to the whole aiming where you throw bit. 

And here's the log output, if thats useful: https://pastebin.com/sDHVz6Y2

this version of the game is extremely outdated, and the modern versions of it are completely different, the game is on closed alpha by now, it's honestly a bit awkward to read reviews on this outdated jam version.

my bad for taking so long to reply, honestly if you want to play a more update version of this, you can enter the discord server and sing up to alpha testing

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i5 2430m and hd 3000 can run it?

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i manage to run it on a celeron 847 with SandyBridge HD, so yes an i5 2430m can easily run it.

This is a cool concept and drew us in because of its novelty. The environment and sound design makes for a surprisingly relaxing puzzle platformer. The two main issues we had were first with the mobility. Your character really gets going! That could be a problem given how the levels are designed right now. Leveraging it could make for a pretty thrilling experience. The second gap after the three springboard spawn location is super fun to run up to full speed and fling yourself across, just barely making the distance. We would also consider redesigning the portions where the hand comes into play to all resolve within one visible screen. Platforming while keeping that thing in your hand, or being forced to return to grab another springboard and do the platforming all over again is a little tedious. Better to allow the player to see and solve the whole problem at once.

thank, i appreciate the feedback i will take it in consideration with the next level desings