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Hey! I have some feedback for your game:

- The player is too slow. You need to die too many times for having such a slow player. Now, either make the player faster or add checkpoints between levels.

- Speaking of movement, there is no just in time jump/coyote jump. That means that if I walk off a ledge, say 0.1 seconds too late. I'll not be able to jump. That's an easy fix ( most likely ). Instead of checking whether the player is grounded,  make it so that if the player is grounded, make a variable called coyote jump to be baseCoyoteJump, and when checking to see if the player can jump see if coyoteJump > 0.

Pseudo code:

public float baseCoyoteJump; // declare this on the Unity Inspector

float coyoteJump;

    void Update()
    {
        // check if player is grounded with a fucntion or whateve
        if(isGrounded)
        {
            coyoteJump = baseCoyoteJump;
        }
        coyoteJump -= Time.deltaTime;
        if(coyoteJump > 0 && // see if the player pressed the jump key)
        {
            coyoteJump = -1;
            // do your jump function
        }
    }

- Back to your game: sometimes the SFX of the bouncy thing plays twice. To fix that just add a cooldown between each SFX.

- Once dieing felt completely unfair. One of the red dogs was in a place I could absolutely not see. Even though this only happened once, avoid making the player die for no apparent reason.

Even though completing the game took me quite a lot of time ( first point ), I still beat it:

(+1)

Thank you! I will try to improve the game after the jam.