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(+1)

Thanks for the feedback and I agree that the difficulty curve is too steep, I struggled with making the levels good for a newcomer after practicing the game for a month!The other issue was that forcing super jumps instead of wall jumps meant I needed to put spikes on a lot of walls, which made the game harder than maybe it should have been. The combo movement really ties you into specific level designs which is fun for hard levels but not so good for the beginning.

Really appreciate you taking the time to comment though, thank you! Great to have a player who is used to the games I love playing my little game :)

I think a decent fix to begin could be to just have the screens/levels be shorter in the first world. Like if there's a room where you have to do 2 kinda hard jumps, I'd just cut it up in two rooms. I didn't mind that the jumps were hard, I'd have already had a better experience just by not having to repeat a segment before an hard jump.

For the pit/spikes where you have to superjump out from I think you could probably widen it a little bit, just to leave the player more wiggle room to maneuver around and making the pit slightly shorter to accomodate for the change in length.

(+1)

Yeah, I think I just didn't get the difficulty curve right. I played https://kultisti.itch.io/frogfall today and this was so much fun, and had a great difficulty curve. I think I was worried about early rooms being boring without considering how for people playing for the first time just running and moving needs several rooms to get used to.


I'm planning on making new games so I'll definitely try and keep things more gradual next time!