its not any particular jump thats difficult its the whole character movement in general that just seems too "floaty" when in the air ... also there doesnt seem to be anywhere to go after getting the 2nd cat ? the one visible path cant be reached even with the wall cling ?
I appreciate the feedback. My other game designer also did bring up how he thought the jumping/movement is a little floaty, but I didn't really think about it too much, though I will definitely look into tighter controls for my future platforming games. As for the second part of your comment, if you mean the second animal where you unlock dash (it's supposed to be a dog), you're supposed to traverse back through the same area earlier and complete a jump that was previously impossible. An idea that I admit, was lacking in execution and ease of understanding. I tried to communicate this by making zone transitions that are no longer relevant disappear, but it was quite subtle and I'll definitely look into communicating this better in future games
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Very cute game! I had a lot of fun, especially after collecting all the movement abilities.
the player movement is too slow and clunky for the jumps etc that are needed in the game - had to quit
Hi, thanks for playing our game! Which jump (or jumps) in particular did you find difficult/clunky?
its not any particular jump thats difficult its the whole character movement in general that just seems too "floaty" when in the air ... also there doesnt seem to be anywhere to go after getting the 2nd cat ? the one visible path cant be reached even with the wall cling ?
I appreciate the feedback. My other game designer also did bring up how he thought the jumping/movement is a little floaty, but I didn't really think about it too much, though I will definitely look into tighter controls for my future platforming games.
As for the second part of your comment, if you mean the second animal where you unlock dash (it's supposed to be a dog), you're supposed to traverse back through the same area earlier and complete a jump that was previously impossible. An idea that I admit, was lacking in execution and ease of understanding. I tried to communicate this by making zone transitions that are no longer relevant disappear, but it was quite subtle and I'll definitely look into communicating this better in future games