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Yes, in fact it was the part where i struggled most with, and because of the short time gap we had for the game i cut it there so i could model at least a couple of levels (if you finish the first level you should get to the second one, maybe you have played the first version i had uploaded to the jam, but i updated it with a second level before deadline ended!).

Thanks for the tip, i'll take not of it and if i go on polishing it with future updates i'll try to implement it, no doubt! 👌

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Awesome.  I downloaded right after you uploaded but didn't get to playing it for a few days.  That's why I didn't have the second level.

If you get stuck on the physics, let me know.  I've done enough Unity that I could work up a quick example.

I sure would thank some tips about it, if you want we can talk via discord and i can send you the control script or even the project so you can look everywhere

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I would love to take a look at it.  I work until Sunday evening (I run a kids coding school) and then I'm on a little trip with my daughter.  Mid-next week I'll have some time to connect with you on this.

Meanwhile, here's an example in Scratch: https://scratch.mit.edu/projects/794315773/

You can click see inside.  The code is block-based, but basically works like pseudocode. Looking into Unity a bit, in your update loop, you'd want to multiply the RigidBody.Velocity by that 0.95 or whatever.