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Trouser Trampler's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Audio | #25 | 3.146 | 3.300 |
Theme | #43 | 2.956 | 3.100 |
Overall | #53 | 2.956 | 3.100 |
Visuals | #61 | 2.765 | 2.900 |
Gameplay | #61 | 2.670 | 2.800 |
Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
The game is good, with one glaring issue. The movement. It doesn't really feel right. Issue 1.) Your momentum gets completely killed after a jump. Isuue 2.) You start by barely moving. Issue 3.) You take really long to get to top speed. Did you use kinematic body, or no body on your player, because if you did, you should've used rigidbody 2d instead for a game jam. If you revamp movement, and polish out everything else, you have a really great, commercially viable game, for a cheap, like $2, price tag on itch.io. If you did want to release this on steam, it is more work, but it is possible. Keep working on this!
Hey thanks, I agree the movement is really tricky for me to get right. I used rigidbody2d and set velocity based on RawInput, but this felt really slippery in testing and the player kept flying off the small platforms. I added friction to the player to try to improve this but this leads to all the problems you described like killing momentum after a jump because the hard impact adds a ton of friction force.
How would you recommend implementing the movement? I am not sure what sort of scalars I should change. How do you deal with the "slipperiness" of just getting RawInput?
Have you tried watching any brackeys or blackthornprod tutorials on the subject, because they are the unity masters. Although I would recommend them first, here is what I used when making Rb2d physics (I had some issues of the player rotating when they hit an edge, which is the only reason I wouldn’t recommend this, but maybe you can solve this).
I first used Input.GetAxis to find out which key the player was pressing, and then multiplied this by a variable called PlayerSpeed, and I would set the result to be a variable called Movement. This then went into a Vector2, as well as Y, calculated by Rigidbody2d.GetVelocity. This then was used to set player velocity. I did this in Bolt, so you might have to modify some things for code, or change the physics a bit, but this led to quite snappy movement. I hope this helps, at least as a base
The game is good, with one glaring issue. The movement. It doesn't really feel right. Issue 1.) Your momentum gets completely killed after a jump. Isuue 2.) You start by barely moving. Issue 3.) You take really long to get to top speed. Did you use kinematic body, or no body on your player, because if you did, you should've used rigidbody 2d instead for a game jam. If you revamp movement, and polish out everything else, you have a really great, commercially viable game, for a cheap, like $2, price tag on itch.io. If you did want to release this on steam, it is more work, but it is possible. Keep working on this!
Finally I can live my dream of jumping on people wearing pants. The different effects of the trousers are very cool, but sometimes hard to understand, especially if you die almost immediately and the level resets. The movement needs some more work. It feels weird how the momentum is killed whenever you land on the ground after jumping. Very nice concept, well done!
Agreed the levels were confusing. I wasn't sure how to make the effects clearer to be honest and I ran out of time.
Thanks for the feedback on the movement, its always tricky to get platformers to feel right.
A great game with some fun levels. Although I found the movement quite awkward at the start, I got the hang of it in the end. A great entry to the game jam. Good job!
Glad you liked it. Sorry about the movement being confusing, it's quite tricky to get just right in a platformer. I tried a couple versions of the player movement before settling on this one but maybe I chose incorrectly.