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(+1)

Thank you so much for all the feedback!

- you are correct about the movement, it is instantaneous. I was concerned about floaty movement so didn't add any acceleration or deceleration, but in retrospect I agree with you, it would have made it feel better. As for the ramp bug, I honestly didn't know how to fix it, so I just left it in and hoped players will just jump. Thank you for telling me how to fix it, much appreciated!

- enemies will try to get within a minimum range that helps with the effectiveness of their weapon. they also try to back away if you get too close to them, and they chase you if they can't see you.  However, because of a bug enemies will fire at you if they see you even if they are way outside the effective range of their weapon.

- enemies will trip and fall sometimes when hitting their dead buddies or boxes. The velocity threshold is very low because the velocity calculations on impact seem to be buggy, with velocity being much smaller than expected. Plus my son found it hilarious when enemies would trip and fall on their face, so I left it in :)

- the hit detection is...funky, and this leads to a handful of issues you mentioned. When you shoot at enemies or they shoot at you, if the weapon is hit no damage is passed to the holder. I probably could have addressed that but ran out of time and I was already in physics layers hell so it ended up like this. You can see that when damage is dealt (either to you or enemies), red particles are spawned, otherwise they're white.

- the room you mentioned and the room you get TK from are infinite respawn rooms, with enemies coming out until you do the objective for that room. The pile thing you mentioned can happen if you kill enemies inside the tiny rooms where they respawn. Whenever an enemy dies, a new enemy spawns. Now, if an enemy is dead exactly where another one spawns, what happens is for one frame you'll have: enemy spawns -> touches another body -> dies -> new enemy spawns -> touches body -> dies. This happens until the physics engine gives up and kills all rigidbodies. I assume you saw eventually all bodies dissapear and the game is back to normal framerate.

(1 edit) (+1)
  • I think both the enemies and the hit detection would fell better if you reduced the random spread pattern of the guns, and made the gun shoot at the crosshair (a quick way is to have a raycast coming straight out of the center of the camera, that colides with the enviroment and the enemies, and make the bullets shoot in the direction of the raycast collision when there is one
  • for the particles I honestly didn't notice then, the enemies die when you headshot them right? I felt I was just either missing or headshoting. I don't know if you intended to make the weapons block the projectiles, but you could make them be in different collision layers (okay I'm glad I decompiled your project, I was going to tell you something you already did) you could make the mask of your projectile raycast not hit objects, if you want to keep the cube behaviour just give guns another layer
  • after seeing the insides of your project, it's very tidy, very expandable and easy to read, but may I suggest writing more gloobligook for your next jam so that you have more time to work on the game feel
  • about the movent, have you tried adding acceleration to the start of the movement but making the stop insta? One other thing you can add is making your gravity stronger when the character is going down, it adds weight to the jump
  • I died before the engine cleaned up all the bodies, so I did not see that