Thank you! We made everything except the font!
Rusty Lantern Games
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Wow thank you so much! Yeah I'm hesitant to label it as a platformer too. I was toying with some other ideas, like a temporary intangible stated to pass through the demons instead of jumping, but didn't have time to flesh anything out and jumping was just easier to implement in order to have some kind of challenge aspect to it.
Really awesome! I love all the little details, like the uranium sticks for light but being the reason that you only have 30s per zombie. Just enough of a challenge and a really enjoyable experience.
Without downloading and looking at the source and project in unity, I'm wondering if the jumping bug has to do with the ground collision detection. There's a slight bounce in the walk, and I'm wondering if while bouncing during the walk, your colliders lose contact with the ground and so the game thinks you're in the air as if you already jumped and so you can't jump again.
Nice! This was really fun. The abilities were cool, and enough of a challenge/learning curve on when to activate them. I think the way you had text and explanation when we first see the ghost should be extended to the beginning with the car driving so it's clear it's a cut scene. Overall the opening sequences seemed to just kind of hang, where i wasn't sure what was happening. Gameplay was top notch! Full marks!
Nice! I was expecting to be fighting other ships based on the description so it took me a minute to realize the point was to shoot asteroids. I really like the concept and the story. Not sure if it's intentional or not that you can shoot the resources and destroy them, but was confused at first whether they were projectiles that would hurt me or if they were meant to be touched. I'd suggest tweaking movement, it didn't feel quite right and the resources moved to fast in different directions to collect. (i'm guessing the future will bring speed/movement upgrades to make that easier? if so, then awesome, it's good as-is) Background parallax effect was awesome, really well done changing based on your direction. For the lasers, maybe try adding player velocity to the projectile velocity so that they don't just hang out on your ship if you fire while moving.
Well done!
I LOVED this! Great concept, great theme-related story. The idea of 'unfinished business' being the mundane household chores is fantastic. Not sure if intentional, but the button prompts went away in the last 1 or 2 levels. I didn't really notice until the end, but I liked the 'unshackling of burdens' equating to jumping higher! nice touch! Could use some tweaks in collision detection and probably collider positions, but one of my favorites so far!
I'm sorry! Each demon really just moves between two points. Take a minute to track the pattern if you're having trouble. Some rooms (record player) are easier to just run in straight away. The demons eventually overlap in weird ways but will sort themselves out. A fun bug I didn't bother fixing is that at any point before you complete it or get kicked out you can leave a building and re-enter with full health (and any points you've already obtained). And since you re-spawn by the door any time you're hit, it's pretty easy to take advantage of. ;)
When you create your project in Unity, for example, your first step is to name the project and select a location to save it, usually in a folder named after the game 'MyAwesomeGame' - then all your files are in MyAwesomeGame/. You would want to upload that entire directory to your destination of choice, like dropbox, or if you are using GitHub you can push all your code to a repo (if you don't know git, maybe avoid this route for now as it may be a lot to try to learn in addition to everything else). Whatever you choose, make it publicly available and share the link with your submission.