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(+1)

Tried out your demo. Some feedback:
The controls are smooth. The models and animations feel good.

As the dotplus mentioned, arrow keys + mouse is awkward to play for most people. In fact, the first thing I did was to rebind it. In unity you can enter the multiple bindings for the same action. I recommend binding movement to WASD/IJKL etc. common combos so that people can play quickly regardless of their keyboard.

The camera is definitely hard to get used to. It had a tendency to snap to either the top of the character or below it. The former makes it impossible to know where you are going/see nearby platforms. When it's below the character, it clips through the ground and is even harder to see. As I haven't worked extensively in 3rd person games, I can't give too much suggestions but you could try separating y axis sensitivity(and decreasing it) and clamping the angles. There are a lot of GDC talks on platformer cameras so you could try researching that.

Thanks for the feedback! The camera is definitely something I'd like to work out in the future (it's an issue I have with a lot of amateur 3D platformers tbh), and I'm glad you gave a good resource to start with. I'll also make an update to change the default movement bindings at some point.