This is really cool, the boomerang double-jump feels super satisfying in terms of movement. Is there a reason why the boomerang needs to fail when it hits a wall? It doesn't feel as if it adds much to the puzzles, but it's frustrating because it's the only part of the game that feels like you need to adhere explicitly to the grid.
I feel like it might be better if it just bounced off and started hovering a couple tiles away or something.
That was a great idea and I've made the change. Originally, I had it return because I didn't want to deal with if you threw the boomerang directly into the wall, but I've found a way around that. It should work now.
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This is really cool, the boomerang double-jump feels super satisfying in terms of movement.
Is there a reason why the boomerang needs to fail when it hits a wall? It doesn't feel as if it adds much to the puzzles, but it's frustrating because it's the only part of the game that feels like you need to adhere explicitly to the grid.
I feel like it might be better if it just bounced off and started hovering a couple tiles away or something.
Thanks for checking it out!
That was a great idea and I've made the change. Originally, I had it return because I didn't want to deal with if you threw the boomerang directly into the wall, but I've found a way around that. It should work now.
You should do so you use space to jump and I think you really need to nail the player movement but I love the concept
Thanks. I'll change space to jump. Anything in particular about the movement I should change?
Not really change more add like coyote time and jump buffering I think taht's what it's called