I really the banana man and jumping mechanics. The only con would be a slow movement, if it was a tad faster the player would have more control. Overall, I enjoyed the concept!
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Thanks for the comment!
Originally the movement was faster but when I export to WebGL the movement was toned down a lot. I even upped the movement speed by 3 times for the WebGL build and it still is a bit slower than in the editor. If you have any idea why this is or how to prevent/fix this I would love to hear it.
Sorry for the late reply! Here is my suggestion taking from the Gamedev.tv 2D Unity Course.
For my game I used a Velocity of the Rigidbody and multiplied it with the input of the keyboard. Afterward used a Math.f Method to make sure that the Velocity will always round out to a Whole Number. Here is the example code.
Vector2 moveInput;
Rigidbody2D myRigidBody;
[SerializeField] float runSpeed = 10f;
Vector2 playerVelocity = new Vector2 (moveInput.x * runSpeed, myRigidBody.velocity.y);
myRigidBody.velocity = playerVelocity;
bool playerHasHorizontalSpeed = Mathf.Abs(myRigidBody.velocity.x) > Mathf.Epsilon;
Hope that helps a little. :)