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(+1)

Good job pushing out such a quick entry despite it being a pain!

Not a fan of the content, the mech could stand to be a lot faster given the gameplay loop. Also, the jump is very fast and erratic, which in itself isn't bad, but given that we don't have a follow camera it can be nauseating. I was able to avoid the discomfort by just not really focusing on the screen whenever I jumped.

Visuals look great though, really like the NES style title screen, and the mission briefing sets a cool mood.

Thanks, I'm not sure what you mean about the camera following you when jumping though?

I think he's referring to that the camera follows you 100% and he'd rather the camera not move up/down as much as the player does. If the player could just 2/3 squares before the camera started moving. 

Ah I see what you mean, thank you!

(+1)

Necron is correct. In a lot of games, what they'll do is create a separate object which follows the player at a certain speed, camera will lock onto that object instead. Once it gets really close to the player, that speed also slows down a lot so you get much smoother transitions. One lazy implementation is to have the camera move 1/2 the distance towards the player from where it currently is per step (or similar).

You end up with a camera that trails behind the player if it moves really fast, while simultaneously it won't move much if they stay within the same area and jerk around a lot. I think a lot of tutorials have referred to this as "Smooth Camera".

(+1)

Yeah, it's something I have never even thought about really. Obviously as the game was made in such a short of amount of time I didn't think about it. But there's a way I could easily implement something like that I suppose!