I like it, the concept is incredible
nawakman
Creator of
Recent community posts
I thought the size of the game was mainly related to its assets, but I've watched a gameplay after my first ending and now I know why this is so heavy (I mean relatively to the lowpoly assets/textures we see).
Anyway this was fun to play, some ending are actualy original and out of context but I really enjoy it, I'm not a native speaker so I may have missed the part where it says that you need to put the liquid in the "church"(?) river, or maybe this isnt explained, so making this a little bit clearer could help others.
Ah oui c'est vrai j'ai eu ce bug une seule fois mais j'ai pas eu le temps de le corriger, j'imagine qu'ils passent sous la carte (même s'il y a des collisions, bizarre), il faudra que je rajoute un kill z volume.
Merci, et je t'avoue que je préfère limite plus celui la que mon dernier jeu publié (qui m'a pris 2ans quand même)
Le jeu en soit est magnifique même si c'est du lowpoly, un bon level design la route est bien suggérée, et les couleurs sont très jolies, t'a du utiliser des LUTs non?
Le seul bémol c'est qu'on a le temps de faire trois aller retour max ducoup il manque un peut d'adrénaline, J'ai fait 100 point et je me suis promené un peur partout, c'était marrant
Well there is a lot to say but it is a good beginning.
Here are the things you could improve:
-the character slips too much, we might think the floor is made out of ice
-lifebar is too simple, you could customize it (round border, wide outline, texture...)
-wall jump mechanic, usualy in games the wall jump is more like a bounce to get to higher and further platform , it cannot makes you land higher than where you jumped, here if we hold a direction and jump we can just climb every wall
-graphic style, too many different style of assets, walls and portals are too detailed compared to spring platform and robots, also flashy colors backgrounds attacks my eyes
-the bullet come from player origin and not from the canon end
-when platforms move horizontally player don't follow the movement
-too much air control, the goal of a platformer is to anticipate the jump (and make some small adjustment mid air), here you can go anywhere you want during the jump
-robots can kill you even when they are dead when you touch their claws
I know I am rude, but it is your first project, and learning take time, don't be upset again gamedev, there are also good points:
-I like the character animation
-Clean and intuitive UI
-lot of levels