One more thing I noticed that I wanted to give feedback on - there's a block of code that you repeat that would work well as a separate "utility" method. I also noticed that you didn't connect the two `if` statements with an `else`. This is a good idea in your case because a GameObject can only have one tag, so if it has one, it definitely doesn't have the other. Using an `else` means that the code won't waste time checking the other one. Combining those two ideas, you could do something like this:
if (collision.gameObject.tag == "End")
{
ResetGame();
}
else if (collision.gameObject.tag == "Dess")
{
ResetGame();
}
And then just move the code that was there previously into a separate `ResetGame` method:
private void ResetGame() {
moving = false;
Debug.Log("You won! Press X to play again!");
rb.velocity = Vector3.zero;
transform.position = new Vector3(1.95f, 0.5f, 0);
speed = 0;
timerIsRunning = false;
timeRemaining = 30;
}
Aesthetically really nice! I agree with most of the other feedback but also wanted to mention the camera - I think it particularly makes it difficult because you can't see much of what's coming. That can be "just part of the challenge", but I think it contributes to what Ev pointed out about making it past the swinging yellow pieces as feeling more about luck than anything else. But overall I think this is really solid - I'd just rethink the camera, or possibly even make it rotatable :)
Celeste, I love how you made this game so challenging. At first, I didn't even notice there was a timer, but when I realized the number was decreasing in the console, I knew I had to move the ball fast to complete the level. I also think you put a lot of work into the design of the game with the declining stairway, and the rotating cylinders, and the orange cones("lava pits"). The cylinders in particular added a unique challenge to the game, as I had to time when I moved the ball passed them. The orange cones also caught me off guard, since when I ran into them initially I was surprised when the player was spawned back at the starting point. Overall, I love how the game keeps you on your toes. You can't delay the motion of the ball, have to avoid falling off the map, and have to time when to move it. With this game, you can't go wrong with the element of surprise. What I feel the game could improve on is the speed/motion of the two rotating yellow cylinders. When I was playing the game, it looked like they were rotating way too fast, and that made it very difficult to move the ball past them. Overall, I love challenging games, and your prototype certainly presents the player with challenges that they have to learn and adapt to as they go along.
Hi Celeste! I thought your game was a really great adaptation of the Marble Madness concept, and your textures and color choices were awesome. However, I found the game pretty difficult. The spinning obstacles were so fast and the ball was so slow that it seemed like a matter of luck whether I made it across or not, instead of a matter of timing.I also think making the orange hexagon obstacles into spikes or something would help to signify that they will give you a game over. Other than that, I thought the game was a fun challenge and there's room for lots of different types of obstacles to put into the game, which would make it a lot more interesting. Making the ball a bit faster would also be helpful - allowing the player to get through the obstacles quicker and also correct their movement. Overall, I thought it was a pretty nice prototype!
I think the aesthetic design for this game was really nice and I could tell the work you put into it. That being said I do have a few suggestions on how you could make the game better. I think it would definitely make sense to slow down the yellow spinners in the middle section of the level, since it is near impossible for the player to get through and since they are going so fast, it's basically random as well. Allowing the player to find the right timing to get through would feel much better in my opinion. I also think the game could really benefit from a unique design/mechanic. Right now the game feels like you submitted the roll a ball challenge. I also think it is a little tedious that the player has to press x to play again every time they die. In a game like this I think it might be better to just let the player restart immediately. Although, one thing I thought was very successful was the system for respawning and winning the game, it always brought the player back to the right place.
Comments
One more thing I noticed that I wanted to give feedback on - there's a block of code that you repeat that would work well as a separate "utility" method. I also noticed that you didn't connect the two `if` statements with an `else`. This is a good idea in your case because a GameObject can only have one tag, so if it has one, it definitely doesn't have the other. Using an `else` means that the code won't waste time checking the other one. Combining those two ideas, you could do something like this:
And then just move the code that was there previously into a separate `ResetGame` method:
Does that make sense?
Aesthetically really nice! I agree with most of the other feedback but also wanted to mention the camera - I think it particularly makes it difficult because you can't see much of what's coming. That can be "just part of the challenge", but I think it contributes to what Ev pointed out about making it past the swinging yellow pieces as feeling more about luck than anything else. But overall I think this is really solid - I'd just rethink the camera, or possibly even make it rotatable :)
Celeste, I love how you made this game so challenging. At first, I didn't even notice there was a timer, but when I realized the number was decreasing in the console, I knew I had to move the ball fast to complete the level. I also think you put a lot of work into the design of the game with the declining stairway, and the rotating cylinders, and the orange cones("lava pits"). The cylinders in particular added a unique challenge to the game, as I had to time when I moved the ball passed them. The orange cones also caught me off guard, since when I ran into them initially I was surprised when the player was spawned back at the starting point. Overall, I love how the game keeps you on your toes. You can't delay the motion of the ball, have to avoid falling off the map, and have to time when to move it. With this game, you can't go wrong with the element of surprise. What I feel the game could improve on is the speed/motion of the two rotating yellow cylinders. When I was playing the game, it looked like they were rotating way too fast, and that made it very difficult to move the ball past them. Overall, I love challenging games, and your prototype certainly presents the player with challenges that they have to learn and adapt to as they go along.
Hi Celeste! I thought your game was a really great adaptation of the Marble Madness concept, and your textures and color choices were awesome. However, I found the game pretty difficult. The spinning obstacles were so fast and the ball was so slow that it seemed like a matter of luck whether I made it across or not, instead of a matter of timing.I also think making the orange hexagon obstacles into spikes or something would help to signify that they will give you a game over. Other than that, I thought the game was a fun challenge and there's room for lots of different types of obstacles to put into the game, which would make it a lot more interesting. Making the ball a bit faster would also be helpful - allowing the player to get through the obstacles quicker and also correct their movement. Overall, I thought it was a pretty nice prototype!
I think the aesthetic design for this game was really nice and I could tell the work you put into it. That being said I do have a few suggestions on how you could make the game better. I think it would definitely make sense to slow down the yellow spinners in the middle section of the level, since it is near impossible for the player to get through and since they are going so fast, it's basically random as well. Allowing the player to find the right timing to get through would feel much better in my opinion. I also think the game could really benefit from a unique design/mechanic. Right now the game feels like you submitted the roll a ball challenge. I also think it is a little tedious that the player has to press x to play again every time they die. In a game like this I think it might be better to just let the player restart immediately. Although, one thing I thought was very successful was the system for respawning and winning the game, it always brought the player back to the right place.