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(+1)

Thanks for that feedback!
You don't sound annyoing at all but the contrary, you're providing nice and detailed feedback which is greatly appreciated. Most of the issues you mentionned were fixed 2-3 days right after the end of the jam, I just keep the patch for when the votes end to stay fair.

So far sounds, performance and outline should have been fully adressed, well there is always more room for performance improvements but we greatly improve the way we handle the sounds which should helps significantly for performance. More sounds have been added and fixed, footsteps also fit with the spritesheets now.

For the jittering effect while idle that is due to the fact we draw each sprite of the spritesheet manually, sometimes we're just a few pixels off-center in the draw which creates that jittering effect at the slicing, also animations's speed were not adjusted at all.

I like the idea of the fade out and in for the ghosty hand, in fact I thought about doing something for that so it doesn't disappear right away which looks weird.

The major problem are collisions (the enemy getting sometimes stuck between 2 tiles), truly it's been a real nightmare. While moving the player x and y coordinates manually through a translate works like a charm, we wanted inertia, hence I used AddForce(., ForceMode.Impulse) to achieve that. Two problems emerged : Moving on the sides using an AddForce in Box2D(which is the engine used underthehood by Unity in 2D mode, as far as I know) creates a lot of problems, for that 2D engine, like detecting if our player collider overlap a corner of a tile. There a few workarounds such as composite collider, 2D physics materials, having a capsule/sphere for the foots, the one that worked the best for us was the capsule/sphere collider for the foots. We had all kind of extremely weird behaviour with the other ways. Anyway the best way for us to fix all those physics issues would be to manually programmed the movement and calculate inertia ourself instead of relying entirely on the physics engine, that way we can also clamp easily the total acceleration which for now is kinda unlimited.

Lastly, the enemy is (he has a name, it's Bob \:D/ ) going right and left like a degenerate because he was only programmed to go left and right like a Goomba in Mario. I didn't programmed a way for him to know if he's blocked, it may be something I could do by now but I don't think it's worth the effort comparing the other stuffs to do :D