Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

I'll extend some things and edit some more:

- I retested it because I thought of a way to see if the "wrong" collider was in the ball or in the wall and now I think it's in the ball (cause even the buttons have the same quality, so I'm guessing the ball collider is a square that sits inside the ball?)

- also about the colliders, if you slam yourself in some walls (for instance after opening the first door you can go in the room you just unlocked and slam the ball on the wall where the now open door is) and then try to run across the wall, you'll sometimes get stopped as if there's a bump in the wall. If you smash into the bump a couple times it disappears, but if you go away from the wall and you again smash into it and try to run it's gonna be there again. Not necessarily in the same spot, there's usually a couple per wall but, but it's gonna be there. This also interacts badly with the momentum, because if you get a bump when you're trying to accelerate back you get stopped again for no reason. It's just negative feedback for the player, mainly.

- if you decide to remove the momentum, you should probably speed up slightly the bullets (the difficulty in maneuvering your character balances out the slowness of the bullets, but if you suddenly can make a U turn without losing speed then the bullets should fly faster)

- another thing I haven't mentioned is the enemy AI. Making a detection system for it that doesn't aggro on the player from the other side of walls could open up some interesting positionings (because they wouldn't be behind the walls waiting for you), but I guess that since they disappear once you change the difficulty and you mostly have to change it to get through doors it probably doesn't matter much. It's worth a thought, I guess.

(+1)

wow! would really like a feedback so extensive on my game too :D 

great work

(+1)

I remember seeing a few glitches in yours but I think I told you about them, I don't feel super comfy giving you pointers because I'm not really an expert on that type of game.

(+1)

Thanks, it's currently 2am so i'll just explain the functioning behind the weird stuff that is collider for the player and lack of aggro system:

-I tried to turn the collider back into a ball later in development but it broke the balls destroying on collision with it for some reason(will probably go back to when working on the post-jam update(which may be a bit late due to going on holiday)).

-I got an aggro system working late in development but wandering felt weird and so did staying still at the time so i ditched it(will probably just turn it into staying still when not having a sightline sight of you)