First of all I would just like to say a massive thank you to everyone who played my janky little platformer, really was a struggle this Compo and once again the community around LD makes submitting the game worthwhile even if I was v unhappy with it at the end!
@pvp Maybe too challenging for sure. I redid the tileset in the final hours and had issues rebuilding all my tilemaps, remade them too quickly and made jumps too tricky.
@joerenglish Glad you like the ghost design but... yup I see when debugging I knackered up the hitbox when adjusting things. It's flipping huge and offset. Good to learn what a Coyote Timer is, this is the first platformer I've made so I read a few tutorials and "how to create good feeling platormer" articles beforehand. I tried to implement some of that kind of thing pretty naively but thanks for the pointer to learn more.
@goldenevolution Aha, this uses the Matter JS physics library and I've found this open issue: [https://github.com/liabru/matter-js/issues/971](https://github.com/liabru/matter-js/issues/971) about 144hZ so thanks for the heads up and I'll make sure to consider in the future. Glad you enjoyed the SFX, probably my fave bit of the game and the part I spent least time on when compared to everything else!
@amkingtrp One of my aims whenever I do these game jams is to have re-mappable keys, I never get round to doing it. I think I just need to make a little lib pre-jam, it would make things so much better for everyone. Yeah, I really should have paid more attention to the hit boxes, 100% agree.
@magnusfurcifer Glad you liked the acting, wish I had time to do more ghost speech for the final level, would have been fun and the voice SFX was my fave part.
@jsloth Apologies, I struggled with getting a sense of how hard it was and I re-did the level in a rush, definitely needed finessing/playtesting! 5/5 is high praise and gratefully received :laughing: