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(+1)

With how ambitious this is it's incredible how far it got within the jam period. If you want complaints the main thing I didn't like was how much waiting there is if you die. There should be a button that advances dialog and skips to the full line if you press the button while text is being typed out. The button should also skip to the beginning of the next clip in a cutscene (I prefer this to skipping a whole cutscene with one press.) Controlling the character feels kind of "loose" and I think it's because you're using actual physics to move it around. Many tutorials are very wrongheaded about stuff like that. For something like this to be snappy it has to be much more simple and direct. 

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Thanks for the feedback, and thanks for playing!


For the dialogue, I rewrote everything for the game jam (fairness purposes). So I didn't have enough time to properly test the skip dialogue when you click. It definitely worked beforehand. Also, I think I made the delay way too long as well.

I understand what you feel about loose. Its not because of the physics. So basically when I was making 2D platformers, tutorials told me to add some acceleration to make it feel less robotic. I use Vector3.Lerp(a, b, Time.deltaTime * someNumber) to smoothen the motion but I think I overdid it. I made it snappier in the development, non-gamejam version. Simple fix

Also can you explain this portion, if you don't mind? "Many tutorials are very wrongheaded about stuff like that. For something like this to be snappy it has to be much more simple and direct. "

Thanks anyways for trying my game jam entry out!

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Oh so it's not physics. You definitely succeeded in giving the character a feeling of weight. It's hard to judge what this would be like with faster lerp. As for the tutorial thing, I find most tutorials recommend really weird ways of doing things which require you to fight major components of the engine to make a whole game out of it. 

Ok well, thanks so much for the feedback! I think I understood your points.