Really polished game feel and art! I love the CRT filter too I'd be interested in more levels!
XeonZach
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Great start to an interesting game! The force applying to the rigidbody makes the game feel way too loose to control for a precision dropping game. Also it would be great if the player remained towards the top of the camera and a little more zoom out so you could see where you're falling. Great job!
The music and art are super charming! I feel like the gameplay loop is lacking a whole lot though. You can pretty easily just walk past all the monsters and the attack is hard to land mid air too. Perhaps require a number of monsters to be slain before the bottom opens up and maybe make the attack more diagonal when falling. Great job!
Yeah, I definitely have a lot of bug fixing to do. I think the cinemachine virtual camera is messing with the raycast for where the buddies spawn Then my terrible method of moving them out of the bounds doesn't quite work how I needed to, lmao. I'll probably fix it up and iterate it more after the rating period is over. Thank you for your kind words!
Hello, Cute game! It pretty rage inducing which could be fun. I did notice that the player's hitbox was much wider than his body so it caused a little annoyance with collisions. Also sometimes the portals just didn't work, like after hitting a spring, which I'm not sure if that was intentional or not? Perhaps the collision needs to be changed to continuous if its on discrete?
Nice job!
Hey there! While playing I did notice somethings that kept me from liking it.
- The Camera is too close
- Perhaps Zoom out based on velocity so you can see where you're going to land, or pan the camera down
- The player falls at such a slow rate
- You could increase the mass or gravity in the rigidbody or bypass it all together and write your own. A lot of games also implement a higher gravity scale when the player is falling for a snappier platforming experience.
Nice job!
The grapple is fun but it could be refined a bit more. It was strange to have to click twice to get sent in the direction of the Grapple. Maybe consider putting the force on Mouse Release so its a little more natural? Also consider spawning the obstacles as prefabs and then you can create various layouts that might be trickier than the random spawning so you could control the difficulty of the game better. One last thing I would do to improve the game feel is to Disable the users movement for a short bit and then Mathf.Lerp() between where the velocity of the grapple is and where the player is trying to move. There's some really great potential here!
Hi there Mr Whistley! I hope your legs get better.
The visuals and the cinematics were very cool, especially for a game made on such short notice! I kinda feel really bad for the Player, it has a very melancholy vibe. I would've loved to see one more use of our friend, it just didn't feel like anything was accomplished. Also for a game that uses Keyboard and Mouse, I think you should've added WASD to the movement as well. This ones also a little nitpicky but please add a Application.Close() to ESC on fullscreen builds. It was tricky trying to quit.
Great work!
Movement was neat, I feel like it's something that someone could really master. The visuals of the background were also neat with the ASCII art. I didn't quite understand where to go although the spirals did help a bit and I feel like the enemies are redundant when you could focus more on the player platforming than avoiding enemies. Overall a really fun play!
Movement was neat, I feel like it's something that someone could really master. The visuals of the background were also neat with the ASCII art. I didn't quite understand where to go although the spirals did help a bit and I feel like the enemies are redundant when you could focus more on the player platforming than avoiding enemies. Overall a really fun play!
I really don't appreciate being audio-walled at the launch of the game. My headset was at half volume and I got some sensitive ears. You can very easily beat the game just by spamming spacebar. It would've probably have been better to make it endless rather than level based. They way it is it doesn't really fit the theme and feels like a small game in a wario ware game. I hope you come back and expand on this!