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Line Of Sight Hazards:

Cones are acceptable placeholders, but camera here is nigh-on unplayable and the movement on turning is horrible. Jump is an interesting floaty/boost idea, but will need a camera that can cope!!! Needs a lot of 3Cs work.

Check in with other line-of-sight devs for some hints on functionality.

Glide Motion:

Camera is much more playable here. Glide motion doesn't seem to implemented as a deployable feature? "Glide" can't just be a floaty jump, needs to be something the player enables.

Jump feels off here - slow descent is nice but boring. Not enough rapid ascent - makes the whole thing feel like leafs on the wind. Could be nice but very slow and requires little input, unlikely to be fun to play with.

Stomp:

Sorry Victor, you need to fix the player/camera. This wasn't working - I think because either the Pawn or Gamemode override on the level is wrong, and it's spawning a default pawn.

Oh jeez I goofed somewhere, that camera is not intended to work like that at all will definitely be fixed before the next build.

going to work on the character feel more once i researched more into how gravity works in unreal. by the next build I'm aiming to have a much more refined floaty character as well as a first iteration on my glide function.