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Roborally is pretty nice - always played the board game version although the concept probably works just as well digitial.

Back to the physics - I thought it was a neat workaround because creating precise movement on a grid is kinda hard and just using transform.position creates so many problems with collisions. Obviously you have to check for every level if the force push goes far enough and check for rogue edges but for the few levels in a 3 hour jam that's way faster then figuring out the grid movement.

(+1)

ya, my most of the time went in designing the levels and to see each one worked ...so didn't get time to add more features to the game ...the only special one was the teleport.

That was pretty important though :)