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Thank you so much for such a detailed comment! It's really helpful for learning!
- I'm glad you like the level design! I had a little too much fun recreating the New York Stock Exchange lol. 
- I agree with you, and I've updated the page instructions a bit to clarify that you have to run into them a few times. Hopefully, we know enough to actually put them in the game next time!
1. Oh! Thanks for pointing that out, we'll need to be more careful with different keyboard setups. I'll have to figure out how to let people set their own keybinds in the future.
2. Regardless of fault that's very good info to know!
3. I was thinking that too, maybe using lerp to move it slowly between the positions 
4. Ahem yes this was totally on purpose for memes and not because I realized very late that some things were missing coliders. Actually that might have been a funny way to explain the bug LOL

5. Haha it was the best free asset I could find that was relevant, and I found because it's boxy-shaped that just having it turn to look at the player didn't look so strange. Neither of us have worked with animations for something like a human yet! But it turned out looking pretty ominous so we stuck with it!

6. We were hoping to add some more gameplay to the dice (maybe like roll to see if your investment pays off) but ran out of time. I super agree with you I think the dice could have played a bigger role in the theme though. 

7. Acquiring diamond hands is the only goal! So you didn't miss anything! We had hoped to do a bit more with the ending/boss battle but didn't get to it. As it is now you do have to be careful to not take too much damage, if you have too many credit card bills you'll be in the red forever!

8. That's a good idea, perhaps I should have hidden them around the city a bit more. That would've been neat!

Cheers to you and may your hands stay strong 💎🤲

1. Oh! Thanks for pointing that out, we'll need to be more careful with different keyboard setups. I'll have to figure out how to let people set their own keybinds in the future.

Actually, it’s even simpler than that: a lot of video game APIs allow you to define the keys by their physical locations instead of their symbolic ones. I do not know how Unity may do it (there is surely a way, maybe even at the standard C# level, since this is only low-level I/O detection), but I will take an example from a framework I know: in Love2D, you have both the functions love.keyboard.isScancodeDown and love.keyboard.isDown; the first one will look for the equivalent key to a given QWERTY key whatever the keyboard of the user, the second will look for the actual key named as the string you pass as the argument. So, love.keyboard.isScancodeDown('w') is useful for movement, because we (most probably!) care for the position of the W key and not its name (for example, it will match the Z key of an AZERTY keyboard), while love.keyboard.isDown('w') is useful for typing text, because we (most probably!) want the user to get the name of his actual key written when he types.

I guess key bindings are a solution, but it may be more complicated to deal with (except if you get hold of some trustable already written code for it). I would advise the above ‘scancode detection’ method: it is simple, adaptable and automatic. :) Your AZERTY friends will thank you for it (if you have any)!

7. Acquiring diamond hands is the only goal! So you didn't miss anything!

So, that’s yet another game beaten by the Potato. I’m too strong. ( ͡° ͜ʖ ͡°)

Thank you very much (both to Redseiko and you) for replying, I was afraid I was going to sound a bit too negative or even disheartening, but the contrary happened. :)