Core gameplay

- Added jump buffering. Too early jump input is remembered and applied when the player touches the ground (within 0.5s)

- Fixed the physics of the template so that the player will no longer halt his jump mid-air when touching a wall.

- Increased max jump height for a bigger difference between a low and high jump

- Increased walking speed

- Made the player sprite better fit the collider, and made it look less like the player was teleporting when quickly pressing A, D, A, D.


New Mechanic

- The player can now flip the level upside down to complete traversal puzzles

   . This was quite a lot more work than it seems, since everything would shift position when the ability was used. Some objects, like the falling platforms, would then not work and move to different locations. I also had to change the enemy behaviour to follow a path without the old physics being applied, since they would fall up otherwise.

  . I tried making a grappling hook first, but that would not work with this template. (Which seems to be a recurring theme)

- Added some upside down level elements to signal that the player can/should use the mechanic.  


Other changes

- Added spikes, so that the player could not just walk over the ceiling all the time to avoid enemies.

- Improved the enemy collider to for fairer collisions


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