Good game
one sketchy guy
Creator of
Recent community posts
The bad:
The face direction is based on velocity which means that if I'm nudged by an enemy I am no longer facing that enemy. When I have already cleared an area it's "sold" and there is no way to back out of the menu as far as I could tell, so I was soft locked right there. The pixel size is inconsistent, which leads to a jarring art style. Animations don't stop when I stop moving, which lead to me misunderstanding what buttons do something and which ones don't.
The good:
The movement feels really nice. I also liked the combat when it was working. I like this sort of art style when it's done well. The page looks promising.. The name is really cool.
I look forward to my complaints being addressed if that happens. Because if they do this could be a really cool concept, especially with a talented team like this.
You're right, this is sorta abandoned. I've been secretly working on moving the code base away from it's current source because the windows form framework is too inefficient for my needs.
You can find the source code for the original project in the forums, where it's fully open sourced. You can branch and continue working on it, however I will not be continuing the journey. The next version of this editor will change the program entirely.
Super fun! I like how the transition to bird form feels, and how it makes you much faster. I hate the controls, the button choices don't work well for big hands. A cool update would be being able to us the mouse and attack in the direction of the mouse instead of the direction I'm facing. It's very clunky to have to press the direction I want to attack before attacking. The music is pretty bad, but the visuals are awesome.
Shows allot of potential, I think the animations feel really stiff, but the art is beautiful to behold. I couldn't beat the boss, and I blame the hitbox doing repeat damage. When I stand in front of the boss I can't get away in time, or deal enough damage to kill it, and with the bow I can't tell how much damage I'm doing. The mechanic of having to put away your weapon to jump higher is interesting, and I like the super jump.
Loads pretty slow for me, check out this: https://forum.unity.com/threads/webgl-slow-loading.525066/
It helped me to speed up my load times
Really cool controls, feels fun. Had no idea how to play lol. I spent a good few minutes just smacking asteroids into other asteroids but I didn't know if that's what I was supposed to be doing since I was dying from it, plus the lines were very confusing. But's a pretty game, can't say it isn't pretty.
https://gitlab.com/onesketchyguy/low-bros-spriteeditor It actually is supposed to be open source, and compile-able right from visual studio! Let me know if this link works for you, if not I'll see what I can do to make it more public :)
The use of a capsule collider with precision platforming was infuriating, I would land on the platform then fall off. Not fun. I enjoyed the teleportation mechanic but it felt more like a gimic than an actual mechanic. Like I think I only actually needed it 2 or 3 times, and the rest of the time I was reseting because I fell off of a single tile. Can't stress that enough, I actually didn't want to finish because of the use of a capsule collider instead of a box collider. Jesus christ. Like if you had used 2 tile wide landing zones that were more fogiving it would be fine, but it's a single tile, and you did it allot. One or two scenarios where I have to land on a single tile and slip off would be annoying but okay. Overall I came out more annoyed at my experience. However, there were no bugs, and in 2020 that's really saying something, so 4/5 stars!