First of all, thanks a lot for playing it, really! It seriously needs more stuff and polish, but the basics are there.
-for the first button in the game, because it was placed some distance away from the door, it was not immediately obvious that it would stay pressed, I assumed it would unpress and died for it, you might consider just putting the button closer to the door.
You know, that is actually a really really good idea. The player throws the box, the box hits the button, the door opens, the box just rolls away through the open door and the player realizes the buttons are only pressed once. It's good!
-I exited and changed the controls so that W ...
That's good! Personally i have a better time using AD and spacebar, which really shows in both games different designs, hahahah. Might need to add a menu to change stuffs easily when it's done, or at least keyboard presets.
-I beat it! missed 6 coins somehow. found 2 secret rooms. I presume the :( means you aren't mad, just disappointed
i'm happy people play it to be honest, hahaha. That one secret is quite a nasty one, i'd probably make it a little bit more easily found. Just a tiny bit, so it still feels secret.
-If I were making this, I would focus on interesting level design that involves trick shots more than swarms of enemies, and spikes. If you do want more enemies, then try slowing the game down, a little, it will make the combination of one hit KO, spikes everywhere, and enemies to avoid easier to manage in the beginning.
That's a good idea, People really didn't like the enemies, and myself i got to say they slow you down way too much, specially with double speed. They are better when they are kind of a puzzle, like the ones where if you bounce them wrongly they end up in spikes.
BUGS
i really really need to fix all of this before even continue making the level.
-there is a pixel wide gap you can see through at the bottom of the panels that cover the hidden entrances and exits
Luckily that is a really really easy fix, i actually knew about it but ran out of time and just made the build, dang
-i managed to get stuck in a wall, could be a fluke, could not repeat it
It happens, Unity sheananigans. Problems in the way the game generates the colliders. It's weird, as it does not let me fix it manually: the character bugs out with the new colliders and doesn't give back your jumps.
-sometimes when i fall on spikes, two sets of NOOOOO! will appear (indicating that my pizza is screaming i guess? ;) )
-you can get two failure sounds if you die and then your pizzas or vice versa.
its a l i v e. Ok, actually that's because of my spaghetti coding when making the instances of the box and the character. I will probably overhaul the whole death system, or at least put a lot of tape on it, i really need to. It's easily replicable if you die from the spikes on the last vertical moving platform. The body is still there, invisible, yelling, while the decoration body that falls down also appears.
-it's possible to leave the fire hazard at the last possible moment, your pizzas will catch on fire but the game will keep going without resetting
oh that's bad, i absolutely thought i had fixed that. Noted.
-The list of controls when configuring the game contains duplicate entries for certain commands, not sure why.
I haven't touched that one at all, though i think i tried to do a two player version very early in development. To explain, this was a work for class that i intent to continue, at least just a bit, and then release for free. So it mutated a lot from the very beggining. I really need to clean up all those things. I don't even think that starting unity box will be there at the end, though we'll see!
-I could not figure out how to get a controller working right, I couldn't seem to map anything but the mouse to aiming, and i couldn't trigger the fire action with the controller either.
I don't have a controller, so i can't really try it, though it must be simply because it's hardcoded to those. It does not even check for a "Fire" action, it just checks for the mouse button outright. I hadn't thought of playing it with a controller! I need to get on that. I wish it was as easy as in Gamemaker, because in unity stuff like that is kinda weird, at least coming from GM.
Thanks a lot for playing!!! I'll probably won't work on it for a while (i somehow landed a first job as a pixel artist and though it's kinda awesome, it eats up my time like no other) but i have a file with stuff i need to work on for it. This is all going there! Thanks again, man!!
Also, just for my own ego: it was actually way harder, with more spikes and missing the last checkpoint, and with the boss having more life and stuff. But juuust in case (class project, after all) decided it was better to smooth all of those things over, hahahaha >:)