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(5 edits) (+1)

You are completely right on the tutorial reviews, we learnt that we should make a more "learn" oriented tutorial so the player can try until getting a good feeling.

For the position: We tried to make a phisics based game, so we used the circular speed of a particle in a loop movement. When the loop gets broken or cut, the particle gets launched with the direction of the tangent of the circle it was describing, with the same linear speed it had inside of it.

Something like this:

Just think of it like a toy car spining in a circular track that gets broken, and the car gets launched straight forward.

Thanks a lot for your review! This feedback means a lot to us.

(+1)

That makes sense. I was thinking of it more as the package got launched straight off as soon as it was stopped in the "correct" location (like it was shot out of a gun at that instant). I do remember learned that kind of rotational physics before and it makes sense. It might help to show a version of that diagram in game.

Gonna go try to master the tutorial again.

(+1)

Played a few more rounds. It's much easier now that I know how it flies off, but still hard to aim. Might be simpler if a small arrow was in front of the package pointing in the direction it would go if you broke the loop that instant. The users reviews are still my favorite part.

(+1)

I like your idea, we will implement it and maybe add something like a "slow motion"  effect when you are going to press the button.

Thank you so much for giving it another opportunity <3