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(+1)

I really liked it, bit of unbalance i thought

Thanks! That may very be real, because sadly i did not have enough time at the end, to balance the things. If youa re interested in what will may come, stay tuned for the game, cuz i think, i will make it may main active project,

Im trying to make a top down shooter, how did you make the movement

Vector2 targetVelocity = new Vector2(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical"));

 GetComponent<Rigidbody2D>().velocity=targetVelocity * movementSpeed;

Not ideal, and mostly gonna change due to refactoring, but it works.

(1 edit)

Thanks it worked really well, how do you make it so the character doesnt just fall, nvm figured it out