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Hey, I enjoyed the game. It was short and sweet. 
The rift mechanic was well done with the black and white theme to reflect old (at least that's what I interpreted). 
The only thing that confused me was the hammers at first, because I could walk into the hammers and they were swinging but I was blocked by a cube (I assume collision mesh) which took me a second to realise what was going on. I'd suggest making the player be forced off the edge which I dont tihnk happens when the player is running forward in that particular state. (I hope that makes sense?)

Well done! 

(+1)

Yeah, getting the impact to work correctly ended up being more challenging than I expected. The collision mesh is a temporary fix, but I'll definitely patch that out later. I'm glad you enjoyed it though, thanks

I can respect that decision, since it doesn't change the premise of the game. (I should note it didn't detract from the game at all)

Another idea you could do, or at least could improve it until the hammer swing impacts are figured out: Have the collision box reach before the first hammer swing so the players can't walk passed the hammers, and then have an overlap trigger *slightly* before the collision box that gives the caption "Those are going far too fast to attempt to walk through!". :)

I appreciate the suggestion. I don' t particularly want to have a message printed directly to the player to that effect. Wherever possible I like to have the mechanics explain themselves, but that definitely needs some fine tuning.