Mandragora: Whispers of the Witch Tree

Mandragora: Whispers of the Witch Tree

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Dear devs, fix your double jump
Guys, have you played many metroidvanias? This has to be one of the worst double jump implementation I've ever seen. In most MV, double jumps are NOT just a tool to get to higher distances. They are essential for air control. Paired with air dash, a common way to utilize double jump is to drop from a ledge, dash, then double jump to do a U shaped traversal around a hanging terrain. However in this game, this is not possible because there's actually a short period in which you have to hit the jump button in mid air or your character just face dives into the abyss. Double jump should always have higher priority than the fall state!

Additionally, why does the second jump gain that much height from the normal jump? This is not something you can fix without drastically changing the level design, so this is a shame.

Double jumps are a core pillar of side-scrollers. If you decide to make one, you should know how it functions. This double jump I'd expect to see implemented by somebody making their first game by following tutorials online, not in a polished game like this.
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Showing 1-7 of 7 comments
wäääh wäääh double jump doesnt function how i want it to.

Thats all i read from you wall of text. If you dont like it, dont play it
frostee Apr 19 @ 1:44pm 
Originally posted by Freddy Faulig:
wäääh wäääh double jump doesnt function how i want it to.

Thats all i read from you wall of text. If you dont like it, dont play it

Go ahead and be toxic somewhere else then. :)
Δsh Apr 19 @ 4:33pm 
the number of times ive died to fall damage because i jumped 1 milisecond to late and it didn't go through is alarming
I played a lot of MV (since Metroid 2 release), and to me this game is NOT a Metroid Vania.
Your "metroid-like" Abilities are only there to unlock aeras, it's essenyially useless to not-usable out of precise and specific points.
I see no difference with keys in zelda...
Exactly the same way they are implemented in Dead Cells : used only to unlock zones, not usable in regular gameplay. (At least Mandragora let you wander back and forth, Dead Cells prevents you to backtrack, except when you respawn)
Last edited by iktomi sakala; Apr 20 @ 4:55am
Kharuz Apr 23 @ 2:19pm 
Originally posted by frostee:
Guys, have you played many metroidvanias? This has to be one of the worst double jump implementation I've ever seen. In most MV, double jumps are NOT just a tool to get to higher distances. They are essential for air control. Paired with air dash, a common way to utilize double jump is to drop from a ledge, dash, then double jump to do a U shaped traversal around a hanging terrain. However in this game, this is not possible because there's actually a short period in which you have to hit the jump button in mid air or your character just face dives into the abyss. Double jump should always have higher priority than the fall state!

Additionally, why does the second jump gain that much height from the normal jump? This is not something you can fix without drastically changing the level design, so this is a shame.

Double jumps are a core pillar of side-scrollers. If you decide to make one, you should know how it functions. This double jump I'd expect to see implemented by somebody making their first game by following tutorials online, not in a polished game like this.
se sua habilidade não é suficiente pra isso... pare de jogar.,,,
Originally posted by Freddy Faulig:
wäääh wäääh double jump doesnt function how i want it to.

Thats all i read from you wall of text. If you dont like it, dont play it

welp, isnt like i want the game mechanics accomodate me but that game mechanics have actual sense. its the same with the grappling hook. i dont feel like im getting punished because im reckless but it feels like game devs felt this way you will take more times to beat the game than if you didnt have to hit the keys or buttons perfectly on time. and its not just the skills, its a lot to do with the game in general, lots of enemies, regular enemies, teleport themselves what makes pretty much all nightshade class skills useless because you will be hitting thin air rather than the enemy. the enemy placement, like a tank close to a unit with homming missiles with one of those eyes that shoots something not feel like you need "skill" or something, feels like they want you to die maybe more than one time. e.g.: the way path you have to follow from the "bonefire" to the tome mistress.

playing this game, and trying to like it so hard but in the end thank god we have grime. those fellas really created good mechanics for their game.
Malkavia Apr 28 @ 3:42am 
Yeah the timing is tight, but I don't see it as a bad thing. It's not like other games where you can delay your second jump indefinitely. Would be nice if it was a little more lenient, like 1/4 second or so but it is what it is.
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