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(1 edit) (+1)

29 Seconds
And could definitely be faster haha.
Regrettably the movement mechanics seemed to clash with the levels design, but they were still within themself fun to engage with so I enjoyed navigating the world you made :), even if the camera's rotation was awkward but I see in your previous comments that was a struggle to work out.
The box impacts were super crunchy, so maybe giving you a score instead based on timeXcrates could have given you more incentive to interact with the level.

Overall it was a bit awkward and the level felt somewhat counter intuitive (and the strong fog and limited telegraphing made it difficult to navigate 'properly'), though it complimented the speedrunning breaking tactics you mention, and I really liked playing through it :).
Nice work on a fun entry.

(+1)

Thank you very much, camera was an absolute nightmare lol, I used to have issues setting up properly zooming in and out cameras for 2d games in construct, so you can imagine the issues  I came up with in Unity.

I thought about doing that with the boxes, if I'd worked out better how to set up the gui at the end I could have made a counter for the number of boxes you destroyed/automatically destroy the boxes if they fell to the bottom of the level. That would have been better, but by the last day I was completely exhausted from breaking systems in Unity so I left it. Thanks for playing!

Yeah, camera's can be a lot tougher than you expect depending on the kind of game experience you want to deliver.

Yeah sometimes Unity can really beat you down lol D: so can understand that feeling. Still congratulations on getting a game you could submit :). No worries :D