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Not a bad start. There is definite promise here. A couple points I'd make are the momentum needs to be tweaked and turned way down if you intend to have any sort of precision platforming involved. I was able to clear the first section of simple jump after numerous failed attempts - the acceleration and max speed are too high, and any success comes more from chance than skill. 

Second, Keyboard/mouse inputs are likely to be the most common, as this is on PC. It would be very helpful to make sure they work, and players don't have to figure them out by pressing every key to see if something works. I found WASD for movement, Left Alt for stomp, Left Shift for duck, and Space for jump. Couldn't seem to attack at all, despite trying literally every key/mouse button. It would absolutely be a good idea to make the controls work across both hands, as right now everything is done with the left side of the keyboard

What's there in terms of spritework is good so far, though in later builds the tileset for the map could use some work, so it's less of an infinite world of cubes. Also, at the end of the stage, there's what appears to be a blue door. Couldn't seem to interact with it, but that could be down to a seemingly missing keybind.

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Thanks for the comment!

The door was actually missing functionality completely, and is the first thing I fixed for the next update. That's the end of what there currently is though, and it just sends you back to the main menu for now. I want to fix all the quirks with movement before adding more levels.

All the visuals are still placeholders. The world will definitely not be endless cubes. XD

I'm still actually working out the keyboard controls, since I haven't really liked any of the setups I've tried so far (the text references the controller because I have those set in stone - it will explain both in the end).
Currently the options are WASD or arrow keys for movement, and Mouse Buttons (all three) or Ctrl/Alt/Shift for actions. I may try a WASD + JKL system next?

You probably were attacking and didn't know it because it doesn't yet have an animation, and it's easy to miss the enemies, since I recently realized I have the range set too low, so I'll be extending that and adding visual feedback as well.

His movement will probably be the hardest to balance. Unity's physics are wonky, but writing my own would also probably end up wonky. I'd like it to feel like parkour, eventually, but it's probably gonna take quite a few iterations to figure out. Tbh I kinda liked having him be a bit floaty, but it seems that most players don't enjoy that so far, so! Gonna reel that back for sure. XD

Thanks a bunch!