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The teleport was the bane of my existence lol, it kept teleporting the player out of bounds, and my attempts at trying to fix it made it feel inconsistent when you teleport close to a wall. For that mushroom section, were you using the downward slash to pogo off them (intended solution I neglected to teach) or trying to time your jumps on them (this is a bug actually)? Also I don't recommend using the teleport on that section, I think it's easier without it. 

Thanks for playing though! 

Ugg, sorry, I totally missed your tips note on the games page! I was doing the “bug” timed jump, which is obviously why it felt broken, and it was just not in the way I thought. Played again, smooth sailing from there, got to the end. I love the interplay of abilities and enemies, specifically the flying ones (trying not to spoil it for others).

I hear you on struggling to make the “fix” better than the initial issue, also curious what you tried and what didn’t work. My first though is the doing a shapecast directly forward and if it hits a wall, then it’s just a short warp.

Again, the art really pulled me in, and now the gameplay matches! (Any tips on lighting? I’m terrible at it! I can partly blame that I do compatibility for web builds but that’s like 10% of it.)

No worries lol, I didn't add the tips till after you first played it, and I really should have taught it to the player in game. 

For the warp I use a pair of raycasts and if either hits a wall it warps you to the collision point minus a short distance. It feels off cause I had to make the short distance fairly big to avoid clipping, and also because they collide with the rocks on the ground, which in retrospect I think I should just let the player warp through. A shapecast would probably work better though, I'll try that. 

As far as lighting goes, I usually use a default world environment and a straight down directional light (really dim for indoor scenes, brighter for outdoor scenes) that casts shadows if I can get away with it. I also like to place omnilights, or sometimes spotlights, of varying size and intensity with no shadows in places of importance or wherever it makes sense. Using textures to fake lighting can be effective too, for the walls here I use a repeating gradient texture I made in krita. Also for most materials I like setting the specular mode to disabled. 

Anyways thanks for giving it another chance and I'm glad you ended up enjoying it!