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(+1)

Thank you for your feedback ! In fact, I try to decide between slow the ball or make a bigger collider (because the collider is already big haha).  Anyway, you're right, I'll slow more the aiming time thanks !

Forgot to mention. The walljump in your game works good. Lacks some sliding on the wall, but it feels good. I've played a lot of games (for me, at least, this is a lot :D), and if the game featured the walljump then most likely it felt weird for me for some reason. Not in this case. Just wanted to note this)

About the ball collider when catching. Maybe you should just check the distance between the player and the ball instead of checking the collision? In theory, this will work, you just check the distance and the input. It is not very different from using the collider, but who knows, maybe it would work better)

Thank you ! I will definitely add a wall slide !

 Yes I'll check the distance between them. However, I don't like to catch the ball with the RIGHT CLICK. I think add a key just for that isn't necessary. Maybe the player could catch the ball automatically (just by collision) but I think it will be less gratifying and the double jump will be less controllable. I thought about LEFT CLICK (like for the shot) but I'm afraid the player clicks twice by mistake and throw the ball directly after catching it. Or I think about SPACE, because catch the ball is associated with the double jump.

 Can you tell me what you think about this ? (or I just keep right click haha)

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I think that letting the player catch the ball without pressing any button is great. It would be more comfortable in my opinion, no need to press another button while you're jumping, for example. BTW, that was another thing that I forgit to mention :D No need to over-complicate the control scheme

(+1)

Thank you, I'm gonna try that in my final game !