Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Hahaha, how did you know! But now seriously, I'm an actual engineer, you can trust me on that. The proof is the platform on the roof that seemingly takes you the hole (winky winky).

Really seriously, thanks a lot for taking the time to play it, and for your feedback.

I did indeed have many scaled-up assets, especially in the platforming area, but also, the assets themselves didn't have a consistent collision box (some of them didn't even have one to begin with). I have some bounding boxes in some areas to stop the player from clipping through the walls, but I didn't add any in the platforming section, that was an oversight.

I will be updating the game in many ways after the rating period is over, one of the things I want to do is improve the collision of the assets themselves. I will also be taking my time with the eye adjustment, thank you very much for pointing that out!

About the difficulty, originally the platforms were smaller, and the radiation time limit was stricter, but I decided to make it looser to avoid frustrating the players. It's hard to gauge how hard or easy something you have made actually is, especially when you have played it dozens of times :D.

Thanks man, and cheers!

(1 edit) (+1)

So, you're an actual engineer, and I'm an actual architect. Perfect. :)

I agree, properly balancing out a game's difficulty requires some time, mainly because it is through playtesting. Keeping it loose and accessible is always a better idea, at least for a game jam.

I'll give it a try when you updated the game!