Poor platform placement is something I’m gonna try to be more careful about, which I’m sure there’s a couple jumps I made too hard, but I do want to state that this game isn’t going to be a simple walk through the park either. There will be tight jumps, and some maneuvers will require a certain level of skill to pull off successfully. If you find the dive to be too slippery and hard, try using the rush attack to jump over large gaps instead, the stop for it barely slips at all.
That is a good point, I’ll make it to where the player sprite can flip even when not blowing. While the Air Inflation will keep the inverted controllers, the Water Inflation won’t in future builds, it’ll control more like normal swimming.
When you are inflated and underwater, the character is slowly taking in water, which is why you expand. The underwater segments are a race against time, if there’s a narrow passage, you better hurry up before you get too big to get through.
As time goes on, the jank will be ironed out, and certain sections and mechanics will be reworked to be less frustrating. The game will not become easier though, I plan on having this game being pretty challenging, so the game may not sit right with certain people. I have set expectations for the players ability and skill, which is already a pretty low bar, and I’m not going to pull back any punches for those who can’t meet these expectations.
