I quickly improved and was able to play to the end. I love the graphics, they are very pretty.
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Yummy Drop's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Audio | #2 | 3.692 | 3.692 |
Visuals | #3 | 3.846 | 3.846 |
How much do you enjoy the game overall? | #4 | 3.308 | 3.308 |
Overall | #4 | 3.462 | 3.462 |
Gameplay | #9 | 3.000 | 3.000 |
How well does the game fit the themes? | #11 | 3.462 | 3.462 |
Ranked from 13 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How long was your dev time?
3
Comments
Really fun interpretation of the theme! The gameplay, art, and sound design are all fantastic! really well done.
Glad I stuck it out ’till the ending! (You even made a proper ending…)
This is such a creative idea, and the execution is excellent! I love the art, and the audio is subtle but adds a lot of atmosphere.
Thank you ! I'm glad that you made it :) I made a tiny mistake that forgot to add 0-limit to the score variable. If ice cream falls to the ground it reduce points and if you have no points, it goes negative. So you have to succeed to eat ice cream same amount of times than you drop it before it goes back to 0 and start to fill the ice cream meter. I will fix that later to make it easier to win :)
I can't really tell how the colliders work but more often that not the ice just got stock in the air. Other than that very nice submission.
Sadly i don't know construct, i only use unity. But i do know 2 generel things that might cause this.
1. In unity when working with objects affected by physics you give the object a "Rigid body" which has a component that dictates how often the physics are calculated, in unity its called interpolate/extrapolate. This might be the reason why when you catch an ice-cream and try to whip it upwards, the ice-cream kind of goes into the cone.
2. In unity when handling things that run every frame you use the Update() method. And in unity its important to multiply values in here by something called "Time.deltaTime" which ensures that no matter the framerate, things are handled over the same amount of time.
Ah I think I understand. Because of my friend's computer's faster framerate the physics act faster. I need to study is it possible to use "Time.deltaTime" in Construct. About solution 1. I don't know if there is that kind of thing in Construct. There is "physics"-behavior which might be the same. I need to check if there is possibility to modify calculation values. Thank you for your advices :) !
That's exactly right! I think i've found something that applies right here. In construct it's also called dt as in delta time. according to the link everything is depending on dt already EXCEPT physics, which is odd. It says to use "Set Stepping Mode" physics action on start of a layout, and choose "Framerate independent." I hope this helps :)
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