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(+2)

Fantastic, one of the best entries I've played. I thought the voice acting was well done, and the player abilities had a lot of satisfying juice (recalling the bucket, and using the dash especially). And the "hard platforming" challenges towards the end were surprisingly fun.

The main critiques I have are:

  • art inconsistencies (thought most of the art is great): mixed pixel scales, blurry background and some assets that look flat and unfinished in comparison.
  • minor control issues: the slight kickback when throwing the bucket can be very annoying when throwing in midair. The dash stopping completely at a wall when impacting diagonally is unsatisfying and imo should continue grinding along the surface. And the dash/shooting often fired in the wrong direction. I'm guessing the last one might be down to using Unity's Input.GetAxis(), which applies smoothing, and could be solved using Input.GetAxisRaw()

Thanks for making this awesome game!

(+1)

We're delighted you enjoyed!

  • I'll definitely be thinking about how to keep art more consistent on the next project, both in terms of style and pixel size. Part of this was lack of a style doc, part of this was jam timelines and needing to change some things for gameplay faster than we could re-make assets for.
  • Definitely agree on some of the control issues. We'll need to use input buffering for the dash and firing to feel better.
(1 edit)

Hi, I decided to play again and make some recordings to demonstrate specifically what I mean by inaccurate directions.

In this test, I'm moving directly to the left/right, then changing to diagonal-up and inputting a dash. I'm leaving a slight gap to demonstrate that I'm definitely pressing the diagonal before the dash (presses should be audible in the video). When playing on keyboard, the dash often goes left/right instead of diagonal, whereas on gamepad it is very consistent (I know gamepad is not fully supported, but I noticed it worked).

Playing with keyboard (diagonal is slow to register)

Playing with gamepad (diagonal registers perfectly)

To me, this strongly suggests the issue is caused by Input.GetAxis() smoothing, as Unity applies the smoothing to keyboard inputs but not gamepad.

Input buffering may help the controls feel better in general, but I believe this is a separate issue.

(Sorry if this is obnoxious, I just wanted to be clear about what my issue was.)

(+1)

I appreciate your commitment to helping this game improve.

I hope it's that simple; I'll dig into Corgi's aim code.

(+1)

Aiming was, in fact, that simple! Also fixed the diagonal wall impact for better corner handling. Both updates will be included in the next release. Thanks for the assist!

Amazing! Glad it helped 🙂