

Found the place. It was here:
Found the place. It was here:
Wall jumping was intuitive enough, I’m just bad at timing the jumps. Got stuck further in the level, after doing a few wall-jumping sections, so maybe I just hadn’t encountered the bug you are talking about yet.
Congrats on releasing it! Great result for a game made in a week.
I did give it a try even though I’m not great at jumping. With a controller (the game does support a controller 👍) I managed to get a bit farther, but still failed, hah.
A small trick I use to give spacey backgrounds more life is to plop a Particles2D node with tiny-twinkling-floating particles. Takes little effort but improves things a lot. Would be fitting for a space game.
I also think the game would work well as an HTML5 game. Itch supports those, and they’re more convenient and accessible since they don’t require players to download EXE files. People tend to be skittish about downloading things.
I don’t. I feel it takes a few hours (4-5) for my body to wake up enough to feel hunger, and if I force myself to eat breakfast I feel queasy. So I just eat black coffee and move on.
Fourth panel as well, with those bots collecting data for AI training that don’t respect your robots.txt, change user agents and overload your servers
While digital distribution is definitely cheaper, it isn’t free. The cost of printing games got replaced with the storefront’s cut. Steam takes 30%, for example.
I’m not defending the $80 price tag, but the storefront cut is a personal concern for me as an aspiring indie dev. Sadly, the 30% cut is also being pushed as an “industry standard”.