You must have steam running in the background for the game to work.
The game uses the steamAPI and needs you to run steam so it can get your steamID for online and run the game or else it closes out without warning.
This build is prepping for a steam release.
for the game's next patch I can see about making it so that you don't have to run steam to play the offline modes. and then warn you about having to run steam for online.
Slaps
Creator of
Recent community posts
I love the narrative progression of the witch getting more aggressive as she takes more damage pretty clever use of game play. I think the player movement was to restrictive with low move speed and very low jump height.
Though if that was on purpose for the sake of the game's narrative of her getting more angry and serious I think her move speed, jump height, and magic ability could be improved as she gets angrier to vary the gameplay and add more excitement to the game.
I found the game peaked my interest as the witch's demeanor changed as she took damage. I think there's good story material here to expand upon.
I appreciate the in-depth feedback! I feel like I need to study art fundamentals to improve the visuals/presentation. I'd really like to make games are visually distinct and communicate a theme and your game was a great example of that.
Have any recommendations for sources on art knowledge?
For the collision I was lazy and let unity handle the rigidbody collision resolution with the street walls. the jittering is caused by me incrementing the cars position manually rather than using force velocity on the rigidbody. I personally hate rigidbody movement just too restrictive for me. I could've just set non-physics level boundaries by stopping the car's movement in the direction of a boundary when it reaches it and take away the rigid body from the street walls.
I can see the appeal in the game. nice animations, fitting music. I'd suggest pulling the camera back from the player to let them see more. the third person camera control needs some work maybe take a look at other third person shooters for reference. The current controls are serviceable but I couldn't ever get comfortable with the controls it was just too slide-y and effected the aim a lot. the level design is decent and the game UI looks very nice.
Pretty cinematic. The music sets the ton/mood. seems like a nice little Metroid -like experience. the visual indicators helped me understand what was happening in game like buttons and meters to charge so I wasn't lost much. Didn't quite get the health drain part initial until I read it in the description. Maybe one picture of your character in pain upon landing might help communicate that but otherwise well executed and fun.
Very well Executed Conecpt! The dramatic lighting and blur effect combined with the low poly characters give this game a distinct visual style. Throwing the dice out on the table was satisfying but the clock to the right really upped the tension of the game. The narrative thorugh-line for the game is expressed at just about every part of this project making it very immersive.
This game feels simple & complete. Very well done.
It's a decent platformer. I Like the use of the character transformations to get through obstacles. modifying player size and ability. It added variety to the 2d platforming.
Using the mouse to control the camera placement on screen was mildly frustrating to me. Maybe if the card change button was space I'd understand but making the button tab made it difficult for me to use mouse and keyboard at the same time.
The trap warp at the end could use some indicators that its a trap. I've played kaizo games like "kill the camellia" and though they are brutally hard they are consistent in there design.
gorgeous game with some brain twisting puzzle mechanics. the lava starts maybe a little to close to the player at the beginning. The rising lava made my choices starting out very frantic but once I was ahead a bit I could think more carefully and maneuver around the obstacles of the game.
Its a really enjoyable casual game. I think the game mechanics would make the game a hit on mobile; swiping cards into play and such.
Really Clever Card Game. Very well designed. Took a bit for me to understand what was going on with the mechanics but it clicked in my head pretty quick with some experimentation. The game felt like an adventure! Picking events and dealing with the consequences strategically made the game really fun.
Very nice game! kind of felt like it had an ecological message behind it about global warming or something ;^)
art was well thought out. very easy to tell what type of planet you came in contact with.
the controls felt nice.
The game was difficult but getting the unique dialogue from the "oasis" planets motivated me to keep playing.
nice cel shaded graphics.
I couldn't find the goal.
some of the hallways needed to be bigger or perhaps the level could be constructed in a way where you don't need to go inside hollow geometry. it caused the camera to go behind the walls of the pyramid many times.
You could build the level in a way that suggests your in a pyramid but is open enough to not obstruct the camera.
nice work with this one. The presentation feels quit polished.
My only gripe is that you don't make the cursor visible again on death, making it hard to select things from the menu.
Also put your camera tracking code in LateUpdate() to get rid of the player jitter.
other than those nit picks the game's quit solid. very good looking game.
You may want to try collecting the cubes until a ring icon appears in the top right corner. That's how you can unlock the other endings.
I thought about changing this design choice because it would stop some people from seeing the other half of the game (and maybe get a bad impression of it too).
Thanks for letting me know!