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(1 edit) (+1)

Thanks for your feedback.

I definitely didn't get the opportunity to playtest the game and tune properties like I wanted to. The movement was tricky. I had to try to find the right way to always give the player forward movement while making collisions with the platforms feel good. I ended up using a force based movement approach so the player can better slide when colliding with platforms. This made turning too fast feel slippery with a weak forward force. If the forward force was too great, collisions became sticky again. Early in prototyping, I found a balance that felt right and just stuck with it due to time constraints.\

Also,  there is a variable jump height, but the effect wasn't too strong because I didn't want the jumps to be too short with just a quick tap. I think the solution here would probably be to just increase the jump impulse so the variable height effect can be stronger and offer a better range in jump height variation.

The visuals definitely could be polished a lot more. I'm not much of an artist or graphic design, and like I said, this was my first 3D project. I learned a lot about visuals, but there is still so much more for me to learn here. I'm happy the limited shapes helped make simple visuals fit.