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Yay, another player who finished the game! That's awesome. :)

Thank you so much for the detailed feedback.

1) If I do a post-jam edition, I might try making those enemies a bit less aggressive. Good suggestion.

2) Unfortunately, I was aware of this issue, but I was unable to fix it before the deadline. The falling blocks are independent gameobjects that do not belong to a tilemap; all their behavior is coded. I suspect that collisions are occasionally taking place outside the FixedDeltaTime intervals (1/50 sec), but I am not sure why, or how to fix it. Perhaps the underlying problem is the very high gravity I use for the player. I'll need to dig deeper...

3) I actually thought there should be more checkpoints, but by the time I had that idea, there wasn't much time to implement it.