I agree with the previous comments, but my biggest nit to pick is that the game is hard because I feel like it is fighting me. If your goal was to create an experience where the player feels at the whim of systems beyond their control that they just have to get perfectly right through trial and error, then you succeeded. But I'm guessing that that *wasn't* the exact goal? Here's a video showing some gameplay that explains why I find it frustrating: https://d.pr/v/vCG4qC/qp2Rj6mUr8
You've got RigidBody-physics-dependent control for the ball but very strange, arbitrary-feeling movement for the rotating paddles (the "flat" paddles make physical sense because they "push" in one direction). The rotating paddles, as you can see in the video, are totally unpredictable. I got it *just right* in the end, but then could not slow down enough to avoid having to do the section again. So the "pain" part of the name makes sense. But do you want pain because the game doesn't make sense? Or because it's just really hard?
I'm not saying that it's easy to get the rotating paddles to work, but you should take a look at Ana's project to see an example of hinge/spring joints for that.
Plus side - well-organized project and scripts, cool level design, detailed code comments and good use of methods, private and public variables, etc.
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