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Lunchbreak's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Audio | #8 | 3.207 | 3.429 |
Visuals | #17 | 3.074 | 3.286 |
How much do you enjoy the game overall? | #20 | 2.272 | 2.429 |
How well does the game fit the themes? | #20 | 3.341 | 3.571 |
Gameplay | #21 | 2.138 | 2.286 |
Did you make it in 3 hours (put 5 by default) | #21 | 1.336 | 1.429 |
Overall | #21 | 2.561 | 2.738 |
Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How long was your dev time?
41 hours (not non stop just started working with 41 hours left) (22 hours total)
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Comments
I agree with MrPouletBZH that the controls feel hard to control. I dont think this necessarily a problem, but it becomes a bit annoying when you have to collect those relatively small things. How I usually do movement in Unity myself is that I set the velocity directly instead of AddForce. This on the other hand makes for a very rigid movement, completely the opposite of what you have now.
I think the movement you have now is also kind of interesting, but for it to work well maybe the level design needs a bit of work. For example that you dont have to be this precise, or maybe if the character moved a bit slower you would have more time to aim your jumps. Just some ideas :)
You can also check out the "2D Movement in Unity" tutorial by Brackeys (on YouTube). There he has a download link to a 2D character controller he made, which seems pretty easy to use.
All-in-all really well done! I liked playing it :D
Interesting concept, the core idea is good but is tarnish by soapy controls making the game really hard to play. Nonetheless there is interesting things in your game, the core idea is good, and the visuals and music are pretty good too. Keep up the good work, nice job :)
any suggestions do you use unity and if so what would you do differently control wise
I don't really know how you handled the movement but it seems that you used something that will generate an acceleration, giving a feeling that we are walking on ice, or something like that.
Instead I would recomand to do something in FixedUpdate like transform.position += Vector3.right*Time.deltaTime*speed where speed is a float variable
I recommand you to check the video of BlackThornProd about characters movements in 2d games, it was a huge help to me to get how to implement movements and jumps in a platformer game
art was done by skitkin his channel here(https://www.youtube.com/channel/UCn5tS1MqIMqqSf3_rCfZosg)
Endur07 did the music
and I did the coding