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Yoo I recognised your name, you commented there as well right? Thank you!

That's really great critique, cheers! I love making simple but fun 2D physics-based movement (kinda a one-trick pony in that regard), this one was definitely a pure-gameplay experiment (I've never made a game with phases before, really interesting design space), and I learned some semi-useful things about user generated level, and the car controller I had no clue how to do that before going in.

would highly recommend you try whipping up a 'weighted helicopter' controller (I use a modified version of tarodev's 2D platformer script plus a mass and a distance joint), it's a really fun thing to build whatever gameplay around, also made a game called Helicopter Golf that uses the same system in a totally different context.

lowkey, wasted a lot of time tryna get URP post-processing working, should've just spent that time on colour and texture, cause you're right it would've made a big difference.

Peace and love!

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I’ll add the helicopter controls to my to-do list of things to try out :p

I was more thinking of a main menu maybe, win screen, a bit more polished itch page maybe? I like the look of the game I think more colors could ruin it ^^

Also, I just tried something, you you can basically drag the wheels with the helicopter and upon starting the car reform between them it’s weirdly funny xD

lmaoooo yes that's deliberately left in I'm just straight up not disabling their rigidbodies cause it's funny

Very glad you came back for seconds! I'm curious what would happen if you lifted one or both wheels to the top with the heli

they're just spring joints but their connected rb isn't simulated till you start driving, which is why the car snaps into shape regardless of where the tires are