Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

For a first game, great job, but here's some problem points. 1. This needs to be sped up by like 3x. The player moves so slow, it felt like an ordeal just walking to the other side of each platform. 2. The hitboxes on the obstacles are much bigger than they appear. A good practice is to make them slightly smaller than the visual, so the player never feels like they got cheated by them. 3. I don't think the wall jump worked right? Maybe you meant the little jump you do when you're near a ledge, but it wasn't the kind of wall jump I was expecting. 4. The movement controls seem to need the player to repeatedly press the movement key is the desired direction, making it give a constant speed rather than just applying a force when the key is pressed would probably fix the issue.

As I said before, this is really good for a first game, I'm just highlighting the biggest issues I had so you can improve!

(1 edit)

Thanks for the feedback. Can you explain more how I would implement a constant speed? I used unity and I think when the button was pressed the player's velocity was changed temporarily. How could I change that to make it that you keep accelerating while you hold the button?


Edit: I figured something out that made movement much smoother and I'll update it after the jam.

If you're using AddVelocity on a rigidbody it might be better to set it to ForceMode2D.Impulse, then add a check in Update that limits the player's speed. Also make sure you're using GetKey instead of GetKeyDown, since GetKeyDown only fires the frame the button is pressed, while GetKey fires every frame it's pressed. And make sure you set the player's rigidbody to "interpolate" in the inspector if you haven't already so the player doesn't get stuck in walls from moving too fast. I obviously don't know exactly what you're code looks like, but I hope these tips were useful!