Hey this is really polished and neat! All that's left is a button select sound! I was wondering, what is this being developed in?
Coatline
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Could you be more specific about your problem with building? I realize that the game is basically unplayable since I forgot to simply add the rest of the items to the game and the wheels were too weak. Was it not clear how to build or was it just too difficult? Did you realize you could pause time and build or was that not clear? Did you realize that you could connect blocks by clicking the RMB? Just trying get feedback for future builds! I know the instructions weren't very good. Thanks.
Interesting concept. I like this type of game, though I think that it has some issues. For example, it isn't very obvious to tell what the animals are trying to do. Also, I wasn't sure what the blue bar was. Maybe make it more obvious when something got eaten or when something is drinking or reproducing. Still a neat concept and it kind of reminded me of Oregon Trail!
I really was not expecting a boss fight and was pretty surprised even though I just camped it with my harpoon gun (which I thought was useless until then). I liked the music, the art (quite good), and some of the sfx but the gameplay was a little lacking. I think that the loop of just go kill more fish for more scales gets old really fast. But also, the shop was too expensive for a game jam game I think.
Quick playthrough: 1346 enemies killed, 9 bounties complete, 4160 currency earned.
Notes: I didn't really remember how to reach the boss or even that there was one.
Bug: Started new run, loaded the first dungeon, walked into the "start round" square, the square disappeared, and then nothing happened. The doors were still green as if I could walk through them (I couldn't) and the modifier and enemy indicators were still visible. In the dev console there was a NullReferenceException. The previous round, I died to the boss.
Here's the essentials of the MovingPlatform class (I left out ChooseNewPosition since I'm sure you have your own solution for that). The only part of it you really need to have is "public Vector2 MoveDelta => rb.velocity;" as well as the part where you move it using the platform's rigidbody.
Hope this helps and let me know if you have any questions!
Happy to help! I know some people make it work by setting the player to the child of the platform, but I went for a different approach. This is what you should attach to the player. It simply detects if you touch a moving platform, moves you along with it's movement, and detects when you leave the moving platform.
Hey there!
Here are some things that I didn't enjoy about the game:
- One of the jump sounds has a piercing click to it
- I wish you moved with the platforms (I can give you tips on how to do this in Unity)
- I wish I could pause with Escape
- I don't like waiting for very slow moving platforms (I don't have many ideas on how to fix this)
- I wish the world felt a little more alive (maybe make background animate (maybe the clouds moving across the screen) or robot animate or sounds for the robot moving or a big clank when it falls (a lot of small details goes a long way for this!))
- Pause button and level indicator text is much too large. (maybe even get rid of the pause button since most people know to press Escape for pausing
Here are some things I think you get right:
- Cat splash screen
- I like the mini-tutorial board before the magnets
- I felt like I had control over the robot especially with its jump height
- I liked how the background transitioned into a black sky
- Overall I think the style of the game is consistent
- The music isn't bad actually, it just needs to be a bit longer to avoid being repetitive
I beat the game so I enjoyed it enough to do that!
No problem! I forgot to mention that WASD didn't work for me.
I got 282 points for beating the game on easy mode this time. I really liked the mine enemies. Their sound effects are great and especially the explosion. I wish there were more unique obstacles like that but I decided that I liked the floaty controls. I think it adds a good challenge (not really annoying). I also liked how forgiving the hitbox for your player and the asteroids is. Also, I only just realized I could fly upwards and downwards!
Also, I just managed to beat hard mode with 363 points and I even got passed the green asteroids without dying!
Anyways, pretty fun game actually!
This is a scam. Where are the in-app purchases and all the cool cosmetics and emotes and V bux and 200 pump and kevin the cube and Lego and Mr. Beast and Lady Gaga and Hulk and John Cena and Patrick Maholmes and Goku (this is not fortnite)? And when I got to the end of it all, I couldn't hear the beat drop even though I watched my volume.
Really polished game! I liked the sound effects quite a lot and they really added to the game. I can also see the theme very clearly implemented and in a fun way as well. I agree with ChrissyFist, the frustration/fun ratio was perfect. I did encounter a bug where you can get stuck here. But other than that it was basically bugless! Great job.