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(+1)

The physics issues mostly happen at corners in the collision geometry and on slops, I'm not sure why, but the player's capsule doesn't want to slide down slops at normal speed, definitely something in my setup tho. As for the camera, I did try to have a collider and to use joints to follow a target position, but I didn't had time to understand them properly so they didn't behaved the way I wanted, so I left the camera as is, even if it clipped in the environment (In retrospect, I could've done basic velocity goal, rather than using joints, erf).


Glad to know that the native builds worked fine, and I'll put a WebGPU warning, thank you.


And thank you for playing my game!

I wondered why the world was so flat :) For the slope issue, perhaps look into `dynamic_friction` in https://docs.rs/avian3d/latest/avian3d/dynamics/rigid_body/struct.Friction.html. There's different friction values for "static" cases -- sitting still, even if you're on a moving platform) vs. when a collider is moving along a surface ("dymamic").

The art style, fonts, and music all work together quite nicely!

For gameplay, I recommend on earlier levels spawning more mice than needed for the goal. I often find myself failing to find that very last mouse...!