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Antti Haavikko

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TimestampSince previousGameAntti Haavikko's comment
Jul 31 12:38:57 And Here Again ♥ 1 Gave it several tries and couldn't really figure out what I was really supposed to do. All the rooms I found were empty except for the one with the cigarette vendor. And I could not figure out what those cigs did either. Then I found a knife (maybe) from a manhole cover but that was pretty useless as well because it was easier to just avoid the yellow men. Few nitpicks that kinda annoyed me were the clunky movement and sketchy AI. Just being in the sight lines of enemies kills me? Even through closed doors which was super cheap when they sometimes just camped my spawn room door. Also, the doors were too tight. I would increase their size a bit or decrease the player hitbox so it wouldn't be so pixel perfect to be able to go trough them. And now I watched to video above and still can't quite understand the game. It looked like you were doing even worse than me playing it :D All the nitpicky critiques aside, good job!
Jul 31 12:50:43 11m 46s Assault//Battery ♥ 1 ~~Looks cool but there doesn't seem to be a download link on the itch.io page?~~ Seems to be fixed now. It was even cooler than it looked! Too bad you didn't have time to add sound effects. They would have given the action even more oomph (not like it really needed it). One of my favourites to far. Now I'm gonna go try few more times, almost broke 1k...
Jul 31 13:10:01 19m 18s The Power Factory ♥ 1 I have no idea what I was really supposed to do or why things weren't working. Isn't power supposed to come from a generator instead of going to it? It really gave me no real indication why things blew up. It seemed pretty random and inevitable regardless of the configuration. Clean look and it works well, thumbs up for that. The menus (start and killscreen) looked kinda out of place compared to the game itself. But hey, I don't thing there is a game dev out there who enjoys doing menus etc... ;)
Jul 31 13:51:20 41m 19s Puppies in Sea Trouble ♥ 1 Of course I had to try out the game of my namesake buddy :) I felt like I got robbed of quite a few puppy lives. Sometimes they got to the island with their cutesy woof and the number didn't go up. Still felt the need to keep clicking away until someone else showed up to take my place. I also decided to add a new mechanic to make it more interesting and played it like a rhythm game. The music was weirdly interesting. There was something it that instrument that was surprisingly compelling to me. The music could have looped better. Did you thing no one would play long enough to hear the whole song a couple of times? :D
Jul 31 15:56:26 2h 05m Don't be (the) patient ♥ 0 Pretty cool! Works very well and is quite fun for some time. It does get pretty repetitive after several tries though. Difficulty ramps up pretty much and the timer isn't too forgiving. The difficulty is highly dependant on the RNG. Sometimes the sequence had a part that instantly spilled the beans on where to start looking and sometimes it felt like I couldn't even pinpoint the quadrant of the board where the correct answer was in allotted time. Is there always just one correct solution on the board or can there be more options? My best score ended up being 8. Very solid entry. Good job!
Jul 31 16:22:51 26m 25s Out of battery ♥ 0 Beat it! oob.png The jump on the far right was super annoying. Other than that it was just mapping the route and then execution. The controls were a bit floaty and too aggressive but nothing you couldn't get used to even with those few tricky jumps. I think at least one of those energy pellets was a straight up trap. You'd lose more energy going to get it than what you'd gain from it. The checkpoint system was more annoying than useful. Well maybe a bit useful when falling into lava but not really when running out of juice. Cause you lose the same amount over the same distance. And adding a way to restart would be a nice addition also. I don't think anyone will beat it on their first go. They'll probably just end up in a loop where respawning on last checkpoint and failing again keep happening. Anyways, good job!
Jul 31 16:43:55 21m 04s Into The Darkness ♥ 1 **Solid stuff!** "horror/not horror" :D Made it to a bit over two minutes. I don't really feel like trying again though. Maybe there wasn't enough gameplay/strategy involved. It was pretty much just wandering aimlessly shining the flashlight all around and hoping to bump into a glimpse of red somewhere. The visuals and sound design were nice. Clean and functional. **Good job!**
Jul 31 16:59:12 15m 17s Proto472 ♥ 2 Cool game. Expecially liked the music(s). As a person with zero musical talent I'm always super impressed to see solo devs who manage to do quality music for their games on jams. And even doing multiple tracks... **hats off** Do you lose if you run out of power or what was it for? I don't think I ever did, always just failed a jump. Speaking of jumps, it was kinda hard to determine the the distances. A circular dropshadow under the character (à la Mario 64) would probably have helped a bunch. Also, always nice to see other game devs subscribe to the school of "hitbox smaller than actual character so it feels more fair and all the close calls don't result in failure"...
Jul 31 17:57:50 58m 38s Outside ♥ 1 So, someone is a fan out Inside, eh? outsideican.png **I can! You don't know me, game!** But yeah, I don't think I was supposed to be able to make that jump... Very cool game. Superb atmosphere, visuals and audio. I stumbled into a bug where the leftmost elevator switch didn't activate at all (after the first time and then failing). I had to restart the game for it to start working again.
Jul 31 20:45:34 2h 47m Island trouble ♥ 0 Pretty cool little sim. And it said that I even won and unlocked all the things (even though it is still researching better panels). Okay, I think it now reached 40% efficient panels and stopped researching. Not much to do in it really. Just plot down few buildings in the beginning and then just watch the numbers go up. Well I guess one could go the other way around, abuse coal mining which then would result in more greenhouse gasses and sea level rising? Some people just want to see the world burn...
Jul 31 20:52:01 6m 27s Torch Boy ♥ 2 Aww, this looks super sweet and I can't play it cause I'm on a mac :(
Aug 1 18:43:57 21h 51m OnFuelDrain() ♥ 2 Already mentioned this on ZedKraze's stream but it's even more obvious after playing it myself, the bullets need to be visually bigger. You're not going for realistic visuals with this anyway, they could be almost half the size of the ships. You can check some awesome shmups like Ikaruga or the Touhou series for reference. Having a dot-like hitbox for them is cool but they were just way too hard to see. I think they were also a bit too fast compared to the player ship movement capabilities. And speaking of moving capabilities, we also discussed the controls a bit. If feels awkward having all the controls clamped up to one hand when there is no need to use the other hand for mouse. Really cool music. Overall, good job!
Aug 1 20:31:30 1h 47m Forgetting Things ♥ 2 As others have pointed out, the visuals could need a bit of a touch. I mean, I have nothing against minimalist boxy styles like this but having some effects and so on would go a long way. Maybe even being very radical and consider changing the Unity default background color for the camera ;D Had some great ideas. It felt pretty awkward that sometimes you could hug walls and jump up them and sometimes not. And yeah, the jumping felt pretty unconsistent as well. Maybe the walls you can/can't hug could be different colors to indicate that. Same goes for the "character", it could have some visual indications of what it can or can't do (and some of those messages that pop up went away too fast imo). Right now on every level I had to do a check for jumping/double jumping etc but maybe that was your aim all along with this "losing powers" theme. Good job!
Aug 2 07:42:39 11h 11m Human Fueling ♥ 0 Couldn't really play (by only having a windows version) it but few comments based on seeing it on ElysiaGriffin stream... First of all, you need to prioritize your work better. The graphics look nice but thats about it. For example, the UI could need a lot of love. And as you mentioned on the stream, you weren't even able to test it enough to know if it is beatable. Maybe next time start the project on a smaller scale, using primitives and just try to make it work first. And finally, a game design tip: If there is a button to do something, there should be a reason not to push it all the time. So you have a sprint button on your game but you need to be sprinting all the time (and event then can't beat it). There should be some reason not to sprint or just making it run automatically always.
Aug 2 17:08:15 9h 25m Alienation ♥ 2 We talked on your stream earlier, the web version indeed worked just fine. Few frame drops but I'm playing on a macbook anyway, not a "real" gaming computer. Very nice and moody atmosphere, everything fit together pretty much perfectly (except for the UI, it looked kinda out of place). Especially loved the particle effects and the sweet sweet camera work you got going on. Would have liked some particles/sounds on hitting enemy to give feedback of a successful hit. Speaking of enemies, they were a joke. The bats were so slow that they could be kited around for days and the spiders had so bad aim that they probably couldn't have hit me even if I was staying still. And the few times some enemy did manage to hit me, their damage was so low that there never was any urgency at all. And both the enemy types had too much health (probably the player too). Making them a bit harder (increasing speed, etc) and squishier would probably keep the difficulty the same (if you wanted to keep it on the easy side) but would make everything seem more impactful. The aiming reticle was kinda hard to see. At some point the WebGL player glitched out and started showing my actual cursor, it made it a lot easier. And finally, I don't even know for how many games I've left almost the same comment, spreading the gospel of your countrymen, the Vlambeer boys. Why have a shooting button at all if you never have to stop shooting? Maybe could be fixed by adding a reload mechanic or even following the theme and making shooting use energy which slowly replenishes so you'd need to conserve your shots a bit more.
Aug 2 17:31:15 23m 00s Spacy adventure ♥ 1 Very fun and addicting shump. Pretty much all the critiques that came in to mind crumbled away the longer I played. It seemed really hard at first, then I learned how to conserve energy and to wait for those powerups when too low. It was kinda hard to distinguish between powerups, bombs, enemy bullets and the background effects but got used to those as well the more I played. Nice looking visuals, sweet music and sfx, nice action packed gameplay, what more can you really ask for in a shmup. Loved it! Now I'm off to try few more times to see if there is something else interesting after the first boss and space invaders homage...
Aug 3 10:13:14 16h 41m Battery Escape !!! ♥ 1 Fun game. I played the original compo version and it looks like you might have fixed some of these issues for the updated version already. First thing, few minor annoyances / quality of life changes. Since it's designed as a mobilesque quick "play, upgrade and play again" type of game, the upgrade screen needs a straight up play again button instead of going through menu. Same for the cutscene. Maybe remember that it was skipped once and automatically skip it after that. I have no idea why people are calling it too hard (and it looks like you delivered and made to post-compo version easier). I played the so called "hard" version and found it waaay too easy and I even ignored the dashing completely after my third try or so. And why did I ignore the dashing then? In my opinion the dash direction should be flipped. Lets think you're trying to move towards NW. So obviously your mouse cursor is in the upper left quadrant of the screen. Then if you'd like to dash in that direction, you'd have to move the cursor all the way to the lower right quadrant before dashing. It was way too much work and took so long that it was safer and faster to just keep moving normally. Even in the only dangerous situation in the whole game, while being trapped in the bottom of the screen, the dash was useless. You can't put the cursor under the character when it is in the bottom of the screen so you can't aim the dash upwards at all. So yeah, after I started ignoring the dashing completely, I got enough points to fully upgrade (the feature I didn't even use) on few tries. And on the last run I intentionally died, it felt like I could have gone on as long as I wanted. It needs some kind of gradual difficulty ramp up. And also needs some kind of scoring to know how far you've made it. And speaking of going far, the further you play, the more and more the sound effects start getting distorted. I guess you're doing something wrong with the sounds here. And by the way, I still have no idea what the icons on the right side of the screen were. edit: After reading the description, I see that the icons were the progress meter. Tried again and it moves super slow. Maybe even the audio distortion thing was intentional and had something to do with the progress. Though it was a bug because it started sound more and more annoying.
Aug 3 14:06:45 3h 53m BatteryMan ♥ 3 Super awesome game! Sounds and graphics were spot on. Managed to finish it with a negative score and 16 deaths :) Having controller support and even remappable controls is always a huge plus. My biggest gripe would be how hard it was sometimes to get in line for a single tile gap drop / jump up because of the fast character movement. I can't even tell how many times I messed up by overshooting few times and then had to retreat back to a battery before trying again. Also the wall hugginess when dropping down one tile gaps was a bit too aggressive. Dunno if you ever introduced the wall jumping mechanic. I think I read all the messages but didn't see anything about it and discovered it accidentally in the last "real" level. Dunno if you even need it, seems like you can almost always be carrying a box and do the jumps with it. Level usage and box carrying could be different buttons. Messed up many times because of not realizing I was carrying a box when going for a level. Then I pick up the box and switch the level at the same time, panic and eventually run out of battery. Good job! Hope to see something as awesome as this (or even better since you'll have more experience) from you on the next LD...
Aug 3 17:14:50 3h 08m Armless Kairo ♥ 2 Awesome stuff! Super impressed on how much you managed to accomplish in a weekend. Everything was pretty much spot on: story, animations, overall gfx, sounds and music. The mood was fantastic, very darksoulsy which I love. On my first run I fell into the pit from where the first double crossbow is. The wizard dude you meet later on was there but it was a dead end. Noticed the throwing mechanic there and tried the whole keyboard to look for any solutions without luck. I don't think you're supposed to be able to go there? One minor annoyance was that you couldn't go back through doors to the previous area. I felt like I missed some stuff because I couldn't freely explore every nook and cranny. Probably would have liked to play the original harder version, this felt kinda easy excluding the final boss. The boss could have telegraphed its moves just a tiny bit earlier (for my old man reflexes) but was still easily beatable. Control mapping was a bit weird (for me). Not used to jumping with up arrow and space being pretty much anything else besides jumping. Nice that you added button prompts when you needed to use them for the first time. So many people seem to miss this important and quickly added feature and only list their controls on the description.
Aug 4 11:55:12 18h 40m The Lunar Invasion ♥ 1 Something very weird happened to me on the first try. On the 3d part I was in the ceiling, everything was mirrored (except for the UI) both vertically and horizontally. Even the controls were flipped (S moved forwards and W backwards). Still managed to go to the 2d section which then was normal and everything was also normal on the tries after that. This happened in the WebGL version. Tried to refresh and try to reproduce the bug but no luck there. I had to do a double check to see if I was playing the right game because it looked nothing like the screenshot at first :D Other than that, I pretty much agree on the points everyone else already made, the mouse sensitivity etc...
Aug 4 12:26:19 31m 07s Last Question ♥ 1 Some very neat ideas you got here. It was super confusing though. Even after reading the description here first (and forgetting most of it before being in the actual game). Took me ages to figure out how to actually get a drone and using the pretty much the only command I remembered, help. After that I pretty much just jumped around all over the place and rendered stuff because no other command seemed to do anything. Probably had something to do with the options I selected for my drone though. This game would REALLY need some guidance in the game itself instead of just giving a full essay in the description which will be soon mostly forgotten. I would really liked if it was fully keyboard driven instead of requiring mouse clicks on buttons sometimes. Well I guess you could tab between the controls but it felt kinda awkward.
Aug 4 12:50:37 24m 18s Supplice ♥ 1 Gave up on the second level after not figuring out how to get to the end with one less bone used on the way. On the first level where you teach about the gargoyles, I went back to throw a bone to the earlier one and screen stopped scrolling after that for some reason, dunno what that was about. Now after reading the comments I see that I could actually pick up the bones. I don't think I saw that mentioned in the dialog at all... The throwing mechanic was kinda clunky. It took way too long to fill the bar while throwing and it was very inaccurate. You probably have puzzles further along where you need to arc the throw or somehow other control the throwing force but the whole force thing felt unnecessary and needlessly time-consuming during the first parts. It would also be better if the dialog wouldn't require clicking on the next button instead of just clicking anywhere or pushing any key. All in all, good job!
Aug 4 13:12:50 22m 13s LD39:Running out of energy ♥ 3 Pretty nice! rooehiscore.png The success on this game is way too dependang on RNG placement of the energy bolts so that the scoring could be in any way considered skill based and competitive. The UFO has a huge advantage when you're going down and the player has the advantage when going up. Going left and right is just a guessing game since the UFO has zero second reaction time and the horizontal speeds of both are pretty much the same. The scoring could be made more interesting by maybe adding some kind of multiplier system or sometimes spawning two energy pickups at the same time. The UFO running out of energy was kinda pointless since another one spawned in pretty much right after that. Maybe adding a bigger delay there could be an idea. Or maybe start spawning multiple of them the longer it goes. That way there would be an actual difficulty curve on the game and it'd be more interesting. The sounds got monotonous pretty quickly. Too bad you didn't have time to do music, it always masks monotonous sounds quite well. Did not have any control issues with the html5 version that others mentioned (osx/chrome).
Aug 5 11:15:27 22h 02m DRAIN ♥ 1 Liked the art style very much. The combat felt a bit clumsy. It was missing quite a lot of audio/effect feedback on stuff like player getting hit, missing a swing etc. The combat was pretty much just backpedaling and trying to swing at enemies and hoping that they wouldn't hit you back. At least I couldn't come up with any better strategies. Did not find any use for the slow mechanic really. And I feel like there were quite a lot of invisible walls and/or small bumps on the ground which made me get stuck, and since there is no strafing and the turning is slow, I always ended up dead. I had few instances where the player character animations glitched out and stopped showing the actual swing animation (only the trail effect). The control(l)s were straight up lying. A/D and left/right did nothing. You turned with mouse and the keys should have been strafing anyway. Accidentally pressed C at some point which seemed to switch between camera modes but the other option was pretty much unusable. I also think that the camera should be raised a bit to let the player have a better view of whats in front of them. Good job on your first LD! Hope to see more from you guys next time...
Aug 5 11:45:10 29m 43s Cyberhell Cleaner ♥ 1 It looked sweet. It was sometimes pretty hard to distinguish the enemies from the background. A lighter border on the sprites would obviously help here but dunno if that would mess up the art style you were going for too much. The UI didn't really fit in with the rest of the art design. Arrow keys seemed to work as well as WASD but they played no animation while moving. Separate jump button (space) and manual reload button would have been nice. Music was also awesome. Very dark, moody, action packed lo-wi piece which kept me on my toes. Felt like quite a lot of sounds effects were missing. Was the shooting sound actually the only one? Would have been easier to keep track of whats going on if the following actions had sounds: click on empty clip, reload, jump, getting hit, enemy deaths (so yeah, pretty much everything). Not sure if I was actually using the shop between rounds. I clicked on the buy button on it and felt like I got energy. The button should give some audio/effect feedback if thats how it worked. And always kept losing one bullet due to the buy button disappearing and me shooting. What currency were you even using on the shop anyway? I think there were too few (ammo) pickups. Or at least until on like my 5th try, I noticed that there actually were different weapons you could use. And the ammo count on the UI did not update on pickup either (before you tried to shoot) which was confusing. edit: Oh yeah, one more thing. Managed to glitch out of the map once on the bottom floor, left corner. Couldn't manage to get a screenshot in time because ran out of energy soon after.
Aug 5 15:33:34 3h 48m While True Do ♥ 1 Wow! Just wow! This was either way too deep for me to understand or the work of a complete madman. Either way, it was truly great. Your long experience on LD really shines through. Awesome programmer art. Loved it. The texts on the end of phase one were too quick and hard to read but maybe it was your intention. The bar overfilling was a brilliant touch. Just had to go for a second run. Was kinda disappointed that your actions really have no meaning. It seems to always go the same way no matter what you do. Good job!
Aug 6 16:38:51 25h 05m POW ♥ 5 Cool puzzler. Had a nice amount of content without getting repetitive. It eased into new mechanics very nicely. The difficulty curve was pretty good, had few puzzles where I actually needed to stop and think for a while. The latter half was maybe too easy, just relying too much on time running out and bumping into dangerous things by accident. The biggest issue for me was that I couldn't recall the gizmo when it was in the charging station. So many times, I left the gizmo there just to go charge and then had to backtrack to move it one space away before getting back to the actual puzzle and recalling there. Seemed like just a waste of time. I would have liked the carrying to be toggle based instead of the needing to hold the button. Could be just a minority opinion though, maybe having this as an option would be cool. The graphics super nice and clean. Everything was easily recognizable after encountering them once. Music and sounds effects were perfect fit as well. The effects were very good at giving feedback when stuff was happening outside the screen.
Aug 6 16:53:40 14m 49s The Final Boss: Running Out of Powers ♥ 1 Since this is Unity, any chance of you spitting out a macOS or WebGL build? As a sucker for shmups, I'd really like to try (ie. beat) this one ;)
Aug 6 17:28:17 34m 37s THIRST ♥ 1 Managed to almost get to lvl 3. Died to a crab who was camping on top of the exit without noticing how low my health was. Guess I should have explored more in search for potions. Difficulty was pretty harsh it being so heavily reliant on RNG. The dead end tiles could even be removed entirely or at least be made less frequent (or free to use). Couldn't really figure out the scanner meter. Which way was supposed to be close and which far? One side had a flame (which I associated with hot/cold being close/far) and other had the word exit which also meant I would be close to it. Also would have been nice to see numerical values of my health and water levels. Maybe even tooltips for what all the different items were. It was kinda annoying that I was sometimes forced to pick up a worse weapon because it was blocking the only way I could go. Is this a bug? For some reason the L shaped tile didn't connect to the T shaped one on the right side of it. thirst2.png The water/hp bars were misplaced on web version fullscreen for me. thirst1.png The game could probably benefit from premade levels. Sure, you'd lose a lot of replay value that way but at least that way all the levels would be solvable. Or another way to make the progression feel more fair would be to make the levels start off way smaller. Something like 5x5 for the first etc, so you'd really have to goof things up to fail so early.
Aug 6 19:21:42 1h 53m Artax ♥ 3 Superb sprite work and flawless chiptunes (especially the hectic piece when first encountering the enemies)! Sadly I fumbled a bit got myself stuck and had to start all over again since I can't die here and there is not respawn key (tried everything, found profiler and alternative interact button). artax-stuck.png Platforming was spot on. I felt 100% in control of the character at all times. The controls had some issues though. First of all, would have preferred if I wasn't forced to only play with my non-dominant hand. So arrow keys as alternatives and also adding a separate jump button would be a major improvement. It was kinda weird that you couldn't call the bot mid-jump unless you were carrying something. Standing on top of the bot and calling him always made me glitch through him unless I kept jumping. The level with the long way down and those goop pipes was annoyingly time consuming considering how easy it was to get killed near the end. The goop was pretty hard to see and it lingered on the ground too long. Some goes for the first level with enemies and the final level. They both had this needlessly long bot walking section. Dunno if I just suck but I died on those so many times that I probably spent majority of my play time on those three walking sections. The final level started off pretty hard with the bot and all those enemies flying on your face so it was quite easy to miss a jump. But it got a lot easier after managed to get a bit more distance for the enemies. Actually had to wait around for the screen to catch up with me. Those platforms on the water could be made a bit more visible. Was about to ask what this icon was (everything was so small on the web version since no full screen) but after zooming the image a bit, I guess it's a flower, it looked more like some weirdly colored turnip cutman in actual game size. Still dunno what it's supposed to mean though... artax-icon.png Awesome job overall!
Aug 6 20:16:12 54m 30s Swamped ♥ 1 Very nice. Totally felt in love with the art. Would have loved to see it bigger with fullscreen option :) Combat was pretty solid. It was pretty easy and everything just had too much health. And it also felt like all the enemies except for flies had too big hitbox.This was even more apparent when enemies were above/below you. You had to distance yourself just right not to get hit by them mid swing. Didn't find any good use for the gun and dashing at all. I only dashed when not in combat and traversing longer distances. Dashing also looked somewhat weird when doing it diagonally since you only had sprites for the four main directions. I think the gun and dash both consumed too much energy, the damage of the gun was low and it usually knocked the enemies back so that the next shot wouldn't even hit. Final mild annoyance, I think the dialog window could be closed in the end of their speech instead of repeating the last line over and over. And then if you'd talk to them again they would start their speech from the beginning. The repeating of the final line broke the immersion and made it feel more gamey. Super sweet entry, good job!
Aug 7 13:39:20 17h 23m Shutdown ♥ 0 Wow, you got some serious use out of that "simple" shader. I really need to get into the world of writing shaders. 844.png The game itself was cool. Pretty simple but cool. It could quite easily be beefed up by adding a more interesting scoring system (multipliers and such) and an actual difficulty curve. Right now it's pretty much just go until you get unlucky with the enemy spawns. Some other stuff that could be added to make it more interesting: - Sound effects - Pickups with temporary powerups (for example: speed boost, homing ability, spawn increase etc) - Enemy variety (not just visually) like having a boss type enemies which could have different numbers (based on the difficulty of the enemy) of random abilities. Their abilities could be something like a shield that protects them from one direction, requiring more than one hit etc - Some kind of character progression which would keep the players interested in trying again and again
Aug 17 13:12:17 239h 32m Batterime ♥ 1 Good job! Really nice and simplistic art style. The style was super simple but spiced up by smart use of nice particles and image effects. I especially loved the floppy grabbing particle effect. Music and sounds fit the style pretty much perfectly. The menu didn't really fit the game aesthetically or functionally. Why require a mouse click on button when the whole actual game doesn't even use mouse at all. batterime.png This part was pretty annoying. You needed to be very quick and precise right from the start to be able to catch the moving platform (without having to wait around for ages until it comes back). And the fact that the character starts in the air made me at least fail the timing of the jump there several times. I think the fix for the previous issues would be to add a bit of a buffering for the jumpings. So if the player presses the jump button when not grounded, store it for something like 0.1 sec and if they land on that time window, do the jump immediately. Other than that, the controls were spot on. ~~By the way, after beating it and it returning to start menu, the button doesn't work anymore.~~ Guess I should read the descriptions of the games ;) So just went back for another round to grab that screenshot and noticed that there is a running button. It was kinda useless or rather made not running useless. I think there should be some kind of downside to using it to encourage the player to not just keep holding it all the time. Maybe just having more levels with parts that would require more precise jumps/movements would fix it. And maybe even reverse the whole running function and make it default state with shift then making the character slower. That way it would go from 99% holding down a button and 1% not to 1% hold and 99% not.