IMPORTANT: if you find that the controls are a bit laggy in the web version, please try downloading the game, that should solve the issue.

We noticed that a few players who are not familiar with platformers were struggling a bit with the wall jump: for the best timing, press the jump button right before hitting the wall ;)

In the pause menu (press ESC) you can find a button to skip the current level, one to see the commands and one to leave feedback, which is always greatly appreciated.

Thank you for checking out our game! We hope you have fun with it :)

The Don't Stop Me Now! team

  • Sara Merengo
  • Emanuele Santoro
  • Andrea Sanguineti
  • Alessandro Ricci
  • Mohammadjavad Sami

Download

Download
Don'tStopMeNow! - Win x64 v. 1.0.4.zip 37 MB
Download
Don'tStopMeNow! - Linux v. 1.0.4.zip 36 MB
Download
Don'tStopMeNow! - MacOs v. 1.0.4.zip 35 MB

Comments

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Nice game I really enjoy it,:)

This game is good for chilling.... get it? Jokes aside I really enjoyed it; the background music is nice and not too distracting especially in the second world, there's a good amount of levels for each new ability/difficulty unlocked so that it doesn't become too repetitive over time. It's suited for different types of users I think, given that it doesn't require expert level of skills and I also appreciated that every level is structured taking into consideration even an "unplanned" decision of the player. Keep up the good work guys!

P.S. I really appreciated the addiction of checkpoints, those made the whole experience more enjoyable.

Thank you! <3<3

The game is pretty funny and with a good pace, but i noticed that the jump is consistent and doesn't change based on how long the jump button is pressed (told by the tutorial in the first level) and this cause the 14th level to be impossible only with the jump (i had to dash mid air to stop the jump, i don't know if it was intended this way).

(+1)

Hi! Yes, unfortunately due to a last minute mistake the jump was not actually variable in the first version we uploaded, we corrected that now and are working on making short and long jumps feel more different. As for the 14th level, yes it was intended that way! It was meant to experiment with combining moves :)

(1 edit)

the game feels very good but i feel like the wall jumping mechanic is a bit inconsistent? Maybethe timing is just a bit to short for me, but i didn't finish the wall jump tutorial out of frustration.

Hi! We are sorry about that, we already had a jump buffer for the wall jump. We can look into that to try to increase it. Have you tried the desktop version though? The web version seems to have more input lag

I like it! The later challenges is tense but not frustating hard while the music and atmosphere felt soothing. The ice character who I'll call Ice with hair and cold emotions is great too. There are a lot of things I want to say:

1. The abilities could be executed at the start of the game for late-game players to have new experiences with the level while having no real impacts on unknowing early players. Or you could just... have it unlock overtime.

2. The gravity felt normal in a jump arc but it felt insanely heavy when falling of a ledge. Applying terminal velocity that limit the falling speed should help.

3. The ground pound could have the ice bounce to make the land felt more impactful. A camera shake would help too.

4. Breaking blocks felt more like opening gates than destroying blocks. The blocks could break apart like how the Ice shatters whenever he dies.

5. If the player ground pound just right and drop to a ledge, Ice will spins like a fidget spinner and bounces off walls like a ping pong ball. And sometimes he would slid at the floor at super fast speed until he hit a wall. It's kinda funny if you ask me.

6. If the player dashes and ground pound at the same time. Ice will not perform the pre-pound spinning and instead freeze frame (nice) with the dash hair before dropping like normal.

But again, great game.

Thank you very much for your feedback! We will definitely take it into account :)