Interesting game. The rewinding bit was well implemented.
I would like to go thru some issues I have noticed while playing and give you some tips:
- Firs thing I noticed was the camera movement. It is very unusual for a keyboard/mouse combo and more suited for a controller. In console games the I think right stick input orbits the camera (sorry haven't been playing any 3rd person games with a controller I am not too sure on the correct terminology) and basically dose exactly what you currently do with the mouse. Mouse controls on the other hand usually turn the player. Most people don't actually know the difference, but based on their prior experience they subconsciously feel that something is wrong. TLDR use the mouse to turn the player since that is what people expect.
- The character moved a tad to slow. I understand that a lot of the challenge in your game comes from your slow movement, but you can always balance that for a brisker moving character. People want to go to places and not be waiting for the character. We expect a speed that gets us to our destination in a timely manner.
- I noticed that your character clips into the rising platform. Have you set up the rigid body with "continuous" collision detection or is it still on "discrete"?
- On the moving platforms I first thought, that you gave them a very slippery (low friction) physics material. Then I noticed that they simply move under the character. You can actually move the character with the platform and the code to do so is relatively easy. You only have to parent the character to the platform (google how to parent an object to another) OnCollisionEnter and unparent OnCollisionExit. Plese not that weird things can happen to the character if the platform you parent him to is rotated or scaled. This is why I always use an untransformed empty as the parent of both platform and character.
Also you should add a little thumbnail. Games without one are often ignored and it sucks to not get the 20 ratings on your first jam!
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