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(3 edits) (+1)

The first platform jump is very annoying since slowdown time is so short and you can't know where platform is currently at ahead of time, so I had to pass it without slowdown by very precise jumping, took a lot of tries.

Suggestions: implement "jump buffer" and "coyote time" (if not already), make player move with platform when standing on it, make the level properly visible, so you don't jump into abyss.

Unity advice: always use FixedUpdate and linearVelocity to move characters, always enable Interpolation on Rigidbody, use LateUpdate on camera to follow transform position (not rigidbody position! the transform one is interpolated for use)

Hi!
First of all, thank you so much for taking the time to write this detailed feedback.

I’ve shared the project with some friends and they mentioned the same thing, that the first platform feels a bit confusing and tricky. I’ve already made some adjustments to that section.

Regarding your suggestions, I definitely plan to include jump buffer and coyote time; they’re great ideas.

Also, I really appreciate the Unity tips. My character was coded following most of those conditions, though I’m not entirely sure if I enabled interpolation on the 2D Rigidbody.

This was my first solo project for a Game Jam, and it turned out to be a very rewarding personal challenge. There are still many things to improve, but as a prototype I think it fulfills its purpose, being fun.

Thanks again for your valuable feedback and for playing the game!