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Are you using rigidbody physics for the character movement? I recommend either a faster acceleration with high drag, or swapping to a character controller for snappier movement. Basically, the movement should not be something that draws the player's attention away from the rest of the gameplay, because it seems like you want to experiment with exploration and risk/reward. If the player becomes frustrated with the movement, they are unlikely to enthusiastically engage with the rest of the game. That's just tuning though, so it shouldn't be too hard to play around with and come up with an improvement.

actually I was using a character controller

Interesting. Did you code in an acceleration? In that case, it should just be as easy as increasing the acceleration.

no but I didn't have time to add all the things I want, I only work on 4 days

(+1)

Understandable. I guess I'm just trying to figure out what you're doing here in terms of movement in case I could provide advice, but obviously my understanding of how this was implemented is incorrect. Good work!

haha don't worry ! it's always nice to have suggestions :D