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(+1)

This turned out especially well given the time-frame, and having recoil blast you forward is always a satisfying thing to have as someone who played a lot of Noita. Regarding the camera comment, there's always going to be some trial and error and memorization in platformers such as with timing and inputs, but I also think it'd be a bit more lenient if the camera displayed more of the level as you're moving through it, which would give more of a buffer to react in case you're shooting straight into a saw blade. Super Meat Boy is a good example of how you can show more of the level while still making it large enough to traverse through. 

(+1)

This is great feedback. Best I have got. I appreciate it so much. The camera one was a weird one for me. Because I wanted the camera to go out even a little more, but i’m using Unity with a Pixel Perfect Camera. My game is pixel art and my Pixel Perfect Camera automatically sets the correct orthographic size (the zoom in and out) that is meant to be used for my game. Only other way of zooming out is switching my sprites for 16 PPU to 32 PPU. The problem with that is, it will zoom out times 2. Which would be way too much. So I struggled a little with this problem. Maybe I am misunderstanding pixel art with Unity a little, but that is my understanding. Thank you for your feedback :) and for playing.