How did you go about doing the maze generation?
Abdullah Shafqat
Creator of
Recent community posts
Lovely Game. Full releasable I would say felt really good while platforming
combat can be polished a bit.
But damn oh damn the visual!!!!! extraodrinary.
p.s. i dunno if a bug or a feature but on god boss mode I spawned in with no gun :( can't fight that demon, let me know what to do here I want to play through the whole game
So here are my thoughts.
Firstly really great effort for such a short time taking up such a game is pretty ambitious task and you handled it well. The UI worked fine and setting up the UI alone would have taken up quite some time. The block placing was mostly fine as well.
First issue is with screenshake it make it impossible to place multiple units at same time as screen would shake and you would misplace(there is screenshake even if no block is placed.. try clicking in water). Tone it down a bit. The time watching the storm felt really slow. it was also hard to get a grasp of initially.
and did i mention that the camera controls were good.
the devlog is insightful though. good job overall
SOLID WORK!
In your devlog you mention trying to create an atmospheric game, well good job on that.
I like how the little consoles show the current color of the wall so that even if wall if out of view you can know.
Also the splitter mechanic introduces good gameplay.
The camera controller could be a teensy bit better tho as it was nauseating at times, as well as the box grabbing mechanic it sometimes didn't register and had to go and grab box again.
p.s. In your devlog you talk about mesh colliders, they should generally never be used in games as they are too performance intensive, most gameobjects can be approximated using a set of primitive colliders. Like in FPS shooter games the player hit box is not a mesh collider rather a set of mostly capsule colliders fit into each body part.