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A jam submission

Glass NinjaView game page

Don't get shattered.
Submitted by frogmakesgames (@frogmakesgames) โ€” 11 minutes, 11 seconds before the deadline
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Glass Ninja's itch.io page

Are you participating in the Novice, Intermediate, or Advanced category?

Novice

Please explain why your team qualifies for the category you chose.
I started learning game development in February of this year and haven't released anything publicly yet

How does your game relate to the theme?
You can collect, use, and swap out charms that act as power ups and abilities to your character

Specify any and all pre-made assets in your submission.
I used a settings menu from another project, some basic shape textures for UI panels from another project as well. The humanoid model was from another project. All assets in the game (aside from sound effects, sourced from Freesound.org and Pixabay) are original creations.

Feedback?

I would like feedback and will reach out to review it after the jam.

Where can we contact you?
Discord UID: 167224405569699841

By submitting, you and your team agree to all rules listed.

I/we agree

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Comments

Submitted(+1)

Oh I love 3d platforms with nostalgic visuals like this! Here's some things that I noted:


Visuals: The color palette is really saturated and vibrant , it gives a unique look but it's very hard on the eyes ( especially the checkerboards floor). You should have played with contrast ( ground darker and background lighter, or vise versa).

Controls: The jump input is usually missed, my input is not registered when I press space while moving I always have to stop. Also the jump needs an input buffer and coyete time ( google those terms, they are a life saver!!) and the jump should be slower when you go up and faster when you fall down ( That's not how physics work but it makes the jump 20000% feel better)

Enemies: Damn they so fast, you should be careful to not make enemies faster than players and have more health than player ( unless it's at the end of the game where the player is experienced). At some point I was stalking an enemy from behind and they jumped at me and scared the hell out of me lmao.

Developer (2 edits) (+1)

hey just wanted to say thanks again for the feedback, I changed up the code for the movement and it should all be fixed now, I playtested at variable framerates and it seems good and consistent, learned a lot about rigidbody/movement processing in relation to frame time, ik its basic unity stuff but its better to learn late than not at all, ty for the feedback :)