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A jam submission

WheevilView game page

Momentum precision platformer
Submitted by Ahineya — 26 days, 19 hours before the deadline
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Wheevil's itch.io page

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The submission period of this jam has not ended yet. Rating opens 2026-12-01 12:15:10.

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Comments

Submitted

My first impression was that the game reminded me a lot of the legendary old Flash game N (The Way of the Ninja) — in a good way.

I liked the trailing lines in the background. It's a nice visual effect. The music is also pretty good.

The Z/X controls felt terrible at first, but once I realized I could use the arrow keys for movement, things started to make more sense.

One thing that felt a bit illogical was that doors I'd already opened in a level would close again after I died. I expected them to stay open.

Overall, I enjoyed the game, but I don't think this genre is really for me. The gameplay requires fairly precise timing and coordination, which I struggled with. For example, I couldn't always use dashes or double jumps while sliding down walls (or maybe I'd already used them before reaching that point — I'm not entirely sure).

I understand that these limitations might be intentional and make sense from a game design perspective, but they made the game quite challenging for someone like me who isn't particularly experienced with this type of platformer.

Anyway, good luck with the game!

Developer

Hey Darius256, thanks a lot for playing Wheevil!

I will definitely communicate better the dash availability, maybe make a separate tutorial chamber dedicated for that. I have updated the game with properly drawn and animated character, so maybe it will help. In the version you played, the character turned blue when the dash was used, and the dash can be used only once before touching the ground.

Regarding the doors — I am planning to use them for a few metapuzzles, so for now saving their unlocked state only after you leave the chamber. I will flesh out more of the world itself, and revisit the doors, maybe this behavior won't be necessary

I am trying to find a proper balance between it being ruthless precision platformer, but at the same time I am planning the main route to be accessible for players new to the genre (hence that current tutorial stretch in the beginning, and fixation on some repeating maneuvers).

And, of course, thanks for the comparison with N :)

Submitted

Here are some stream-of-consciousness notes I took while playing Wheevil. So they are mostly in gameplay order:

  • Why introduce Z as jump when spacebar also works? Spacebar felt more natural to me.
  • Perhaps add slight drag once you reach the top after a hug-jump-climb sequence. Feels too easy to overshoot once you reach the top.
  • Trajectory history visualization is neat.
  • Digging the music.
  • Feels a tad floaty when running back and forth on a flat surface.
  • Press ‘m’ to close the map? Seems like any key press should close the map, unless the keys are used for something else later on?
  • Pacing: There is a lot of upfront tutorial work. Perhaps pace it out with some regular levels in between concepts?
  • Did you consider double-tap for dash?
  • When I press dash without an arrow, I’d rather my guy not dash (or have a window where it waits for a direction key).
  • I really like the swinging.
  • I’m pretty sure I’m pressing ‘c’ within the swing radius, and often it doesn’t do anything. (The Timing Is Key level was a major violator.)
  • In the Timing Is Key level, the timing constraint felt too tight. Or it’s unclear when I have to latch. A lot of trial and error.
  • For an inexperienced person like me, I think adding a little airtime at the end of a jump to coordinate a move could help a lot with combo work.
  • The up-dashes are killing me. I keep wanting to hit X first, then up, but then dash pushes me left/right. Adding some time checks or multi-key input would help.
  • The forest level with the short ledge and long ledge above was fairly difficult.
  • I’m liking the map screen as the game progresses, but I also wonder if it’s needed? At some point, will I need to reference it to navigate somewhere? Still, it’s nice to have an overview.

I really liked this game and think it could be a ton of fun. The main thing that got in my way was the unforgiving controls. For a casual like me, precision requirements are definitely a barrier. Yet, despite the difficulty I had in certain parts, I played for longer than I expected. In fact, I was initially just going to sample the game and not actually play, but I kept going and wanted to give some feedback. Great start.

Developer

Hey etaranta!

Thank you so much for trying Wheevil! Your notes were the very first feedback outside of my friends circle (and frustrated wife), and filled my morning with excitement :D Especially when you said it hooked you enough to keep playing: despite some ruthless challenges, I want to keep Wheevil's main route approachable-ish to more casual players.

I will address the pacing, the map, and difficulty spikes like in the level with Timing is Key in later builds. The current one is a compressed world I made for playtesting. In the end I plan to have interconnected world akin to VVVVVV or The End is Nigh, and the map will help a lot to hunt the flowers and secrets, and maybe will support a fast travel mechanic.

Spacebar is natural, but specifically in precision platforming I prefer to have zxc as controls: that way they allow very precise combinations, while space is a bit janky when you press it at the edge. Also, zxc is reminiscent of the arcade machines keys layouts :)

Same goes for drag, missing double-tap for dash, and dash without a direction input: they feel like a friction if you are familiar with traditional platforming, but unlock a lot of speedrunning and hardcore challenges. I am trying to hit that sweet spot where the novice player would suffer a bi more compared to traditional platformers, but get enough experience with the controls to start evaluating more complex flowers.

"I’m pretty sure I’m pressing ‘c’ within the swing radius, and often it doesn’t do anything" — I made it so you roughly must face the hook point to be able to grapple to it. And I am not sure that was the right decision, honestly, and the more I see players being confused by it, the more I think I should rethink it.

"time checks or multi-key input" is a great idea. I may think of adding more relaxed controls as a difficulty setting.

-----

If it won't be a burden to you, may I ask you to send me your run data?

The game records all your movement, so I can replay it and analyze where you were stuck, where my in-game instructions were not clear, and what tweaks I may need to do. It does not gather any info on you or your machine (or keypresses outside the game) — and it is a gzipped json you can look into to confirm that I really log only your in-game stuff :) You can send those to me via email, or upload somewhere. In the very bottom of the main menu there is an "Export run data" item, which will export your run

Submitted

> but specifically in precision platforming, I prefer to have zxc as controls... 
>
> Same goes for drag, missing double-tap for dash, and dash without a direction input… 
> unlock a lot of speedrunning and hardcore challenges

Understood. I figured there was some domain-specific reason for the controls. I'm probably not your target demographic, so it just takes some getting used to.

> must face the hook point to be able to grapple to it
Oh, I think I missed this part! That might explain some things :)

> may I ask you to send me your run data?
Sure, no problem. You can download from here. Note, the link expires in three days.

Developer

I viewed your run, wow, 40 minutes! :)

I especially loved that you were stubborn enough to even enter the very first flower area :) Maybe I should put an easier flower first — cause this one is definitely beyond a skill of a novice player

Thanks a lot once again!