Who can set the best high score???

Design goals -> 

 - Create a level that emphasizes intuitive learning. 

 - teach the player about the core mechanics early where failing isn't punishing (first directional jumps have solid ground underneath, and the first momentum jump is right at the start)

 - Add hints in level design that guide the player toward doing the right thing

 - Smooth out movement and make sure that you can get satisfyingly better

 - look good doing it


changelog for 0.5

  • added highscores
  • trees move slightly!
  • Dopamine finish
  • added timer that shows after 1 completion


changelog for 0.4

  • More level design changes
  • more doodads
  • ADDED FROGGY
  • Cinematic intro


changelog for 0.3 

  • further level design adjustments
  • changed music continuing to play on death
  • reduced early-level difficulty
  • changed collision for player and obstacles
  • added proper working out of bounds
  • added a clearer indicator of when high speeds are reached
  • added indications of where you need a run-up and other subtle hints
  • added a decent amount of trees and doodads


Changelog for 0.2:

  • Changed player and level scale
  • Added adaptive camera
  • added coyote time
  • added input buffer
  • fixed collision
  • added space as an option for jumping
  • added a very brief acceleration/deceleration window
  • added increased speed for long running distances that resets when changing direction or falling hard
  • added motion blur to indicate your increasing speed
  • changed level

Leave a comment

Log in with itch.io to leave a comment.