Very nice, very pretty~ The descriptions were fun too, haha
Redaun Amarién
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OH I figured out what happened! The mechanic where you get the ball back if you catch it again is carried over to the next level, so you have to catch the ball in order to be able to start the next level. If you don't catch it, it's gone forever.
Not sure if that's a mistake or intentional, but if it's intentional you should prevent it from loading the next level until the player catches the ball.
Thanks for the comment!
The door was actually missing functionality completely, and is the first thing I fixed for the next update. That's the end of what there currently is though, and it just sends you back to the main menu for now. I want to fix all the quirks with movement before adding more levels.
All the visuals are still placeholders. The world will definitely not be endless cubes. XD
I'm still actually working out the keyboard controls, since I haven't really liked any of the setups I've tried so far (the text references the controller because I have those set in stone - it will explain both in the end).
Currently the options are WASD or arrow keys for movement, and Mouse Buttons (all three) or Ctrl/Alt/Shift for actions. I may try a WASD + JKL system next?
You probably were attacking and didn't know it because it doesn't yet have an animation, and it's easy to miss the enemies, since I recently realized I have the range set too low, so I'll be extending that and adding visual feedback as well.
His movement will probably be the hardest to balance. Unity's physics are wonky, but writing my own would also probably end up wonky. I'd like it to feel like parkour, eventually, but it's probably gonna take quite a few iterations to figure out. Tbh I kinda liked having him be a bit floaty, but it seems that most players don't enjoy that so far, so! Gonna reel that back for sure. XD
Thanks a bunch!