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Merge games work really well for this theme, and I love the concept - but I think the VFX really took away from the experience. The yellow sun in particular was quite difficult to look at, and it was on the screen for aaaages! The lighting also made some colours quite difficult to see, which made it a little frustrating to match things at times. I liked the quality of life features like the indicator for where it will drop, and the ability to rotate the play space. It felt like a good twist on the genre :) physics felt a little strange though, it wasn't particularly consistent and some interactions felt strange. I assume you used unity's built-in physics for it, but off-the-shelf solutions like that don't really work great when the game relies on physics so much!

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Thanks!

Yeah I also thought about making the sun pieces less bright and had already made it a bit darker. Maybe it should have been reduced more. I also improved piece visibility multiple times by adding those outlines, making them more distinct and thicker several times.

What exactly was weird about the physics? Seemed fine in my testing. Some things can be tuned of course. I just activated interpolation and increased linear and angular damping.

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There were a few too many jitters, I lost once because a planet popped out randomly, and sometimes collisions were a bit less accurate than I expected - two things that were clearly touching didn't merge

I didn't notice any jitters or popping in my testing, maybe there would be settings to fix that.

Did only the outlines touch? Those are actually outside the collider, only the actual planet accurately represents the collider. I should have changed that. I added the outlines later and didn't even think about the colliders not being accurate anymore.