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I appreciate all the small effects you put in to make every impact and control satisfying. Jumping, Hitting, Special Moves, and Pick Ups all have effects. The jumping physics is also perfectly balanced and I have enough control by holding the button with the jump curve being floaty enough that I can predict every jump. The 1-bit pixel art is also very well done, just enough detail to make everything recognizable but still have simple distinct silhouettes. I would love to work on a game with you!

On a side note, how did you get different resolutions for both browser view and fullscreen view on Unity? Did you edit the html file, implement in scripting or use the pixel perfect camera package?

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Thank you very much for the kind words! It was my first time making something even resembling a platformer, so it was really surprising for me how hard it was to get the jump to feel "right", and I wasn't completely certain it does in the end.

I didn't edit the HTML file (at least not for that), but I'm not exactly sure what you mean. The Unity web player seems to be the one handling the fullscreen, I'm honestly not 100% sure how. But the game in Unity adapts to any resolution, so seems like a natural extension of it.

Interestingly enough, on itch it is a bit blurry. I couldn't figure out why, it's absolutely crisp when just loading it on an empty page. But when you go into fullscreen mode, it's crisp again. Perhaps it's something to look into further.

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I'm experimenting with it now. I think I was using the "minimal" Template for my game which might've disabled the scaling so thanks for helping find that out. Are you using "Point" Filter on your Sprites' Import Settings? The blurriness might be anti-aliasing from Unity.