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This game would have some more stages, with some storytelling that would explain more about the characters. Unfortunatly i didnt had that much time (My mother got sick) and no acess to internet the whole week, so i ended up taking 3 days to develop an grid-based physics system from scratch. Oh yeah, in your game you have a pushing system in a grid, how did you make it?

Basically, I just moved the player across the tilemaps by weird intervals like 1.5 and 0.5. An easier way of doing it is just  .worldtoCell() with the tilemap

For the boxes, I stored them in a dictionary and then I checked if a box was on the tile by providing a Vector3 key. I then got each box by just continuing to go one up until there wasn't a box there. I then took that array, reversed it because the dictionary got mad because of duplicate keys. moved the boxes, and changed the keys to match the new positions by just creating new entries in the dictionary. If you want, I can post the code on GitHub.

Wow, i didnt even think about using a dictionary. Maybe i rebuild the basis of the game trying to do like that. I used colliders with overllap circle to check if there is or not a collider, and using colliders with grid based movement doesnt work that good.