Thank you pd12 for trying it out! I'll definitely look into a way to make an item that contains collectibles look more discernible. That's an important part of design, and it's clear I need to improve on it. I've also got to get a better handle on managing the night-time view. Very good feedback, I appreciate it! :)
Yusuf Ismail Bin Shukor
Creator of
Recent community posts
I'm impressed with the procedurally generated map! My only real big issue was two things:
- Lighting was way too dark. Was Ambient Occlusion
- I'd occasionally have my sword disappear. I could still hear it, and it was doing damage though.
I'm very curious, how does one learn to make procedurally generated maps like this? Regardless, amazing job! :)
For anyone reading this, don't be afraid to post negative comments! I want to learn and figure out how a better game could be made. Where could I have improved things to make it fun, or where I could have cut down on.
I do believe I made the island way too large and too sparsely filled with interactables.
Thank you for the feedback! I am aware of the bug where you return to the main menu after playing and re-entering doesn't work. This seemed to be a bug in the Unity3D Linux version, as even after trying a new project I experienced the same issue.
Sorry for the bland world! I wanted to fill it with more greenery and interactables, but I ran into issues with baking the Lightmaps and baking the Nav Mesh which cost me too much time.
I should have put more information in the instructions, I definitely missed out putting how the player moves. WASD is correct and E is indeed the pickup key. Seriously, thank you for taking the time to try it and reporting your experience back to me, I appreciate it :)