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(+1)

Restarting from the beginning of the game removes me from your player base. The game is intentionally obnoxious by design, forcing me to solve the same puzzle over and over isn't something I'm willing to subject myself to.

There are severe issues with the game's physics. The character has a capsule collider, which makes him slidy on platform edges and there is no grace jump. The game is heavily focused on precision jumps, yet the only characterContoller feature that matches this idea is modular jumping. However, jumping is hampered by the fact that sometime jumps are randomly lower than they should be. Getting through the first level was painful enough. The second one has the deliberate traps + restart from beginning? No thanks.

Graphics are the strong point of this game, they are coherent. However, I think you're using too many different colours in your environment, which makes it noisy.

The music is what the devil will play forever to delight me personally when I'm in hell.

feedback duly noted can you suggest what type of collider should I use if not capsule and the jump length issue even I noticed but am not able to pin point why is causing that any suggestions from experience

(+1)

The collider problem is very complicated for platformers. I would create my own physics system based on raycasting. Sebastian Lague has a series on this on his YouTube channel. My own D and D series 2 covers this to some length. It's almost impossible to do this well in one week. You need time. There is this weird misconception in the industry that platformers are easy to make. They are not, unless you make slow ones like Limbo. Then they are somewhat easier. The cheapest solution would be a box collider, but then you encounter the problem that you cannot easily use slopes. Your game has them.

The jump height problem could be many things. My gut feeling says that your grounding is detected for less time, or something like that. Pressing the jump input at that point produces a lower jump. Another reason could be that you have your input system in FixedUpdate as opposed Update, which causes the input to be picked up more rarely, and would produce inconsistent results if you have a modular height jump.

Hard to say. Chances are that a decent platform controller may be out of your reach for now in terms of competence and confidence with code. I would recommend getting really confident and solid with less dynamic games first. I don't know your situation, so I may be misinterpreting. Point is, I've been programming for 7 years now, and I'm still worried if somebody asks me to make a platformer. :) It can go so very wrong. I've made a weird platformer before that I'm really fond of called Thrusty Ship. It's on steam and you can find the demo here on itch. You can give it a shot and see the consistency of input at play, BUT, you cannot jump in my game.

Sorry, no easy answer to your question.

thanks a lot for putting so much time into giving me a constrictive reply which would help me in my journey forward. This has truly been my first ever platformer i have ever created and i do realize and agree with all your points and will definitely try to improve on them it is my dream to create a decent platformer :)