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vpool

13
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A member registered Nov 21, 2023

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Thank you for the feedback, I tried to save time and modifed an existing a player controller from the assest store and unfortunately it broke the night before the deadline and nothing worked except moving left and right, so I didn't have a game any more. 
I lost days worth of work on enemies, and animations,  etc. 
so I had to completely rebuild the player controller and  all the scriptes for the player from scratch, and rebuild the bandit. 

I had to scrap blocking  because it no longer was working correctly still and the new bugs that created prevented me from fixing the ladders which used to work
I had to drop an entire level from the game as well, I had to scrap enemies and so much stuff just to deliver less than what I already had working, UI/Health. Everything I did for this game, turned in to a buggy mess.   

I have a new appreciation and understanding for game developers now haha  

I enjoyed the game and the theme, but it broke my heart. I got stuck in  the tower and I ended up quitting due to time constraints and frustration, I am down for a maze but I got stuck right near the stairs can couldn't move on. 

Perfection would be the enemies attacking back and the maze being a little easier haha 



Liked the concept,  the zombie sounds you could adjusted to be 3D/ spatial audio so they get louder as they get closer, or only a sound when they are on attack animation etc.  

I liked it, to add what others have said idk if its my screen size or resoultion but the teleports were cut off the screen for me. 
if you attack it resets your death animation, I killed the guy like 40 times before I realized I was preventing him from dieing haha 

I liked the concept agree with luna gives a horror vibe, the gravity/speed of falling  was way to fast, you jump and immediantly fall suggest tweaking it so it matches your other movement and the camera lags behind.
Just need ome adjustments to get the feel right. 

great job, loved the concept and the dialogue, I ran in to the bugs that you stated, the game left me wanting to do more. I liked the  interactions you had going on, like the floor collapsing etc. 

only complaint is the rip headphones at first haha, i don't know if there was controls to adjust or not.
suggestion could be to focus on one map or less characters due to the time constraints, so you could get working what you wanted. 
There was a lot going on in the game, you defiently challenged your self. 

I like the idea, should of been snakes in the pit!

The grappling didn't work very well for me, idk if it was user error or a game issue. I would hit the spikes very easily. 

   

I couldn't play the game, the 2D sprite just flipped and fell off the screen, and just was flipping at the bottom with just a tiny bit of the sprite showing.  Not sure if flipping was intentional or not. 



I like space but there wasn't any type of ancient ruins not even space ruins, derelict space stations or something, so its not on theme. 

Great job, map looked awesome, felt polished and everything delivered worked every well. Idk if there was enemies or not, I admittly raged quit because I suck at platformers and want to give everyones game a run. 

The map design was great, I would like enemies  I don't mind not having checkpoints it felt like a rogue like game to me, The map tiles, if picky maybe make it easier to tell what is passible and what is a collider some times I ran all the way to the end not realizing that it was a dead end because the map looked like it continued. 

Great job overall 

The cover art is awesome!
I got the doom vibe from playing it, the game wouldn't start(drop the coverart?) for me, took a few reloads to get  space bar to work to start it and every time it would actually start take a several times of hitting space bar to get it to finally start I would immediantly die I think the minotaur is already hunting at the start.  

The camera angle is akward, I feel you wanted the 3rd person view  so you could see the character but need to be offset to the side if you want to see the character but also see the screen.  We just see a big helmet that takes up the camera space.    I like the concept 

I suck at platformers so, I got stick and cloudn't move past a few platforms haha. 
It took me a few deaths to figure figure out that you had to hold shift/run to jump higher

I liked the dash/jump concept, with the rising lava forcing me to play  faster driving the pace. 

I think it would be smoother and more enjoyable in the future if you just make running the default state, the base jump is way to small so just holding shift constantly, also makes your controls more intueative, logically I thought there was a way to jump higher so I figured it out but that would prevent people from playing your game need the dark souls, league, dota 2, style easy controls and concept to play hard to master.

 
You could also start off with smaller jumps and increase the difficulty of the map as well. single jump to hit this spot, oh now I need a double jump and then sprint jump and dash jump etc. 

granted the time constraints, just ideas to think about for the future. 




I liked it was almost done and I fell through the map :[  

Only issue I found is that the controls felt sticky, I got stuck on random locations where it wasn't a wall and I fell through the floor. 
I think it was related to the colliders. I had a horrible time trying to get a tank to work correctly due to colliders for one of my own game projects during the semester, I found that for colliders I its best to overlap them to help with movement/ground collision,  unity just doesn't like having too flat surfaces moving across each other. 

for 2d I found a circle at the bottom by the feet for movement and then a square at the top for the rest of the sprite,  3D a sphere or capsule collider at the feet/for each track, and a box for the rest of the body. Same for vehicles put a sphere collider for each wheel. Or they have a built in wheel component collider but I didn't mess with it.  

I was almost done and I fell through the map :[  
In my own game projects during the semester, I found that for colliders I would  would overlap them to help with movement/ground collision. 
for 2d I found a circle at the bottom by the feet for movement and then a square at the top for the rest of the sprite,  3D a sphere or capsule collider at the feet, and a box for the rest of the body.