After I posted v0.1.0.0 alpha (the initial public version) I actually stopped working on the game completely and moved on to another project. Now that I've had an almost 2 moth break from the game, I decided to resume developing it, even though I've received little to no player feedback :/
I've already fixed a couple of bugs and exploits, and also created new traps for world 5 (whose theme is also largely finished by the way).
Because with a keyboard the movement is very twitchy. If you press a key for 10ms longer than you should, you've already crossed like 2 tiles or so.
I've experienced something similar on some occasions (very rarely though). I suspect there's a bug somewhere in my input system which I will look into hat causes that behavior. The new version will also have adjusted player physics (mainly air acceleration) that may straighten that unwanted behavior out.
Have you played this only with a controller? [...] Also test both keyboard and controller.
It's weird you are saying that because I tested the game mainly with the keyboard. It'd be great if you (and other people) could give the game another try once I release the new version sometime this week (probably weekend) with the reworked physics.
Fun fact: Multiplayer is 100% untested because I only have 1 controller
. Has anyone tried it yet?
But I have to agree with FRex, after the first very few levels it already gets too hard.
I'm absolutely willing to make the levels easier. The problem is that I only hear from people that "it's too hard" without them pinpointing exactly what is too hard.
Could you perhaps tell me at what point (what level) it gets too hard, and why?
World 1 (Sky Temple) is kind of a tutorial that aims at teaching basic stuff. For example:
1-1: Move and simple jump over spikes & chasm
1-2: Same as 1-1 and introduces double jump
1-3: Same as above, only more difficult
1-4: Important mechanic: Forces the players to let themselves fall and then utilize the double jump to cross the gap
1-5: Nothing new, just more difficult
1-6: Forces use of mechanic learned in 1-4
1-7: Standard platforming and use of mechanic learned in 1-4
1-8: When taking the bonus pickup path, teaches the player to mind air acceleration / keep balance in the air (steer left/right)
1-9: Similar to 1-8, harder
1-10: Use of learned stuff (mainly 1-4)
Would love to hear your opinion(s) on this