thank you so much! we're going to work on the sensitivity issue, and tweak a bit the sound system to make it hard to get close to the dragon ;D
Majo 'Mirez
Creator of
Recent community posts
very good! it has an interesting mechanic. Sometimes the camera orbits the character for a couple of seconds after respawning, it's a bit dizzying. I suggest making the bright elements a bit more dim, to reduce fatigue, specially in photosensitive people (the lights on is ok, I'm talking about the platform and the goal). I hope you make more levels in the future, it's kinda short as it is
I tried your other entry (https://iamthespark.itch.io/go-big-or-go-homeweb) and the game is pretty neat, I liked how the colors of the balls complemented with the size, it's intuitive. I felt the speed was a bit weird, like it would gain momentum ? (unless it was intentional), also I suggest to move the camera up gradually after eating
That's so fun, good job on the procedural generation, I suggest to use fog (or something else to serve as a curtain) to limit visibility, to reduce the amount of elements spawned, as having so many elements might lag some computers. Also you might want to correct the resolution, because I couldn't see the fuel meter before playing in full screen xd. Also good job on the randomized sounds and animations, and the difficulty increment
it's a good concept, but there's a lot of work to do to make it more enjoyable, as I felt a bit frustrated once I lost control of the ball. I suggest to improve the camera, adding some control to it. usually, these kind of games use WASD to rotate the camera and the arrows to move the player (or vice versa)
Pretty game! Sadly I couldn't finish it because the illumination makes my head ache after a while (the game is too dark and the runes too bright, the effects are neat tho). I don't know if the intention was to get the player lost in the labyrinth but I felt a bit frustrated at the beginning, specially because it's hard to see. I suggest adding landmarks to help the player navigate the cave (in absence of a map)
I really like the idea, but imho I think that keeping track of the terrain and the enemies and the rule, all that in a fast pace it's too much (for me at least), I'd suggest to start easy and make it harder as the game progresses, either speeding it up or adding keys one at a time (eg starting with A and S, then add D, and finally F).
I see what you did with the name of the game. I also liked the aesthetics, specially the color palette, very retro like
I got an error some seconds after falling in the lava:
An error occurred running the Unity content on this page. See your browser JavaScript console for more info. The error was:
RuntimeError: integer overflow
The game also takes a lot of time to load. Anyway, I liked the idea! it just need a little more debugging