Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Hey, just tested your game. For moving platforms, you could parent the player to the platform when grounded so they properly inherit its movement and don’t slide off.

You could also add a small coyote time, allowing the player to jump a short moment after leaving the ground. It makes platforming feel much more responsive and forgiving.

For your first game, you did a really good job, keep going like that.

Thanks, I appreciate the feedback! Honestly, I wanted to add more but I had a midterm to study for that I had put off for too long so my main focus shifted to releasing a demo that was "good enough". 

 I think coyote time would of been a great feature to add if I had the time, but I'm not sure if you noticed but there was another issue with the jumping mechanics where you couldn't jump off the platform if you were at the very edge. I configured the jump mechanic with a horizontal raycast running under the player, but had to keep it short so the walls wouldn't trigger the jump reset. So the raycast ends up being shorter then the player hit box, so you can't jump from edges when standing still. 

The only way I can imagine to fix this is by setting the walls to another layer that the raycast can't detect, but then the player will be able to stick to the side of platforms because the platforms don't have the stop running into the wall mechanic which I added to the walls to stop the player from sticking to the side of walls. I don't really know how I would apply the same logic to the platforms as it would run the risk of not letting the player move while they're touching the platform. At this point it feels like I'm over-complicating it a bit and that there's definitely a simpler way to deal with this which I've overlooked... 

Also thanks for the tip on the moving platforms, wasn't really sure how to approach that one either. Something else I wished I added was jumping up through platforms. 

Again, appreciate you trying out my game, will definitely try to implement some of these things my next game jam. 

The main issue comes from relying on a horizontal raycast for ground detection. That’s always fragile at edges. A cleaner solution would be to use 2 or 3 vertical raycasts pointing downward spaced across the player, or even better, an OverlapBox or OverlapCircle slightly smaller than the collider in width and placed just under the feet. That makes ground detection much more stable without losing the ability to jump at edges.

For the walls, the simplest approach is to separate layers (Ground / Wall) and make sure your ground check only detects the Ground layer.

And for moving platforms, like I mentioned before, you can simply do:  player.transform.SetParent(movingPlatform.transform) when grounded on it (and set it back to null when leaving).

It’s a bit overcomplicated, but that’s totally normal at the beginning :D