Very cool, I love the look and feel of root division especially when you get it upgraded a bit (:
offlebaggins
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Ooh that sounds really cool! Sorry to hear about the black out! The voice acting here was very well done so I would love to see more of that translated to a more exploration focused game. I feel like there's also a lot of potential for cool puzzley mechanics you could try with this format, although its also probably pretty easy to overwhelm the player so worth experimenting with different stuff.
Very well done! I loved the visuals and the game had a very calming vibe. I think the level design really picked up when the green hearts were introduced and I felt like there were more "aha" moments with putting together colors if that makes sense. It could be a little confusing to tell which teleporter would lead to which but I think the effect looked really cool.
Great job!
Great game! I thought the level design was pretty fun and the pixel art looked really smooth! The jump could feel a bit inconsistent and I had a lot of trouble with the disappearing platforms (especially the last level). Also this is pretty minor but I wish the level would just auto complete after you get both scientists to the elevator instead of having to press space. Otherwise I thought it was a cool game! I enjoyed the dialogue.
Nice job! The music and overall aesthetic was very nice and relaxing (until I hit the gust of wind lol then I felt trapped)
A couple nitpicks:
The gust of wind seems to get more powerful the longer you take to fight it? The first time I played I wasn't sure what key to press at first and by the time I figured it out it was like I got pushed too far and couldn't reach the rainbow. Tried refreshing and made it through instantly.
The yellow text on the white cloud background was kind of hard to read (could be my monitor). Maybe give it an outline or move it below onto the grass so there's more contrast?
Overall, great job!
Thanks!
Vast majority of assets come from here: https://assetstore.unity.com/packages/3d/environments/sci-fi/snaps-prototype-sci...
A couple things from here to (I think): https://assetstore.unity.com/packages/3d/environments/sci-fi/free-lowpoly-scifi-...
And enemies are from the Polyperfect pack that was in a humble bundle a bit ago: https://assetstore.unity.com/packages/3d/props/low-poly-ultimate-pack-54733
Thanks for the feedback! Doesn't sound judgmental, its very helpful and I really appreciate it!
If I continue working on this I may make it so you have to hold a button down to follow shadows or you only follow when you aren't already in a shadow. Or may remove following shadows entirely as its kind of an artifact of the previous version where those were the ONLY shadows in the game.
Fun concept! I liked how you have to leave yourself a bit more exposed to get more ammo, I think the mechanic worked well.
It felt like some of my shots weren't registering and I think it was kind of annoying how you have to click directly on the haunted house to enter it. I liked how there were multiple enemy types and different music for each level/menu. Really nice touch for a 6 hour game.
Thanks for the detailed feedback! Yeah, I wanted to at least get a restart button in there but by the time I finished my game loop I was out of time );
The last two are by design. You can only move forward cause the way the level gen works (although now reading this I think it could be simplified by just making the player move forward automatically) and you can only either kill or take candy so you have to strategize to maximize your score (Wanted to add an animation where they go back inside after getting you candy but ran out of time)