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(+1)

Holy mother of SOUL

A few notes:

  • The flashlight shines through the Great Wall: https://imgur.com/0OmcxEF
  • The arrows sometimes bounce off the player instead of triggering damage and disappearing: https://imgur.com/O70qHyt
    • Normally this wouldn't be too noticeable, but it stands out because of the trail
  • Dunno if this was supposed to happen, but I glitched to the top of this totem pole guy without jumping there. I was standing on one of the rotating planks, and I think a collision triggered that pushed me up there. https://imgur.com/1ft9bfh
  • The menu navigation is wonky, particularly the quest menu. For example, if you scroll down and select a placeholder quest, then press right or left a few times, it'll move the cursor on the main menu (map, quests, etc). It's hard to explain, but it's basically just Event System hijinks. I've had similar problems before. Perhaps the main nav should be disabled while you're navigating a submenu. A similar problem occurs when you're in the map submenu and the cursor gets stuck on the scrollbars; it's hard to escape and return to the main menu.
  • Don't forget to look into text wrapping. The text doesn't wrap properly when it's reading out, which causes some words to jump from the end of one line to the beginning of the next when the word hits a particular length. I think TMP can handle this?
  • It was surprisingly hard to carry the levers around in first-person mode. They kept colliding into walls and falling out of my hands, which isn't realistic.

I think that's all.

This is a genre that I like, and not just for nostalgia. I love the sense of wonder and possibility that can be conveyed with adventure platformers, especially in 3D. Even with this tiny sampling of gameplay, there's a sense that you don't know what will happen when you turn the next corner. I don't think I even found out where the snoring was coming from.

Good luck!

(2 edits)

Thank you for playing, friend.

-Yep, the spotlight for the flashlight is set to Render Mode: Not Important and the shadows are turned off. Simple fix, thanks for pointing it out!

-This happens because of the execution order in the arrow script. Also an easy fix, I think.

-I've had this happen to me too and just ignored it, lol. The rotating planks will be inaccessible while the totem head is still active.

-The UI inputs will be completely overhauled next because it is just atrocious. I'm using Unity 2017.1, so it's even worse that I can't take advantage of the new system.

-That's strange because the text wraps perfectly fine for me. I tested it on my main rig, my toaster, and my wife's toaster. I'll look into it, though!

-I'm using a fixed joint for all the interactive pickups and I'm not even sure how to fix the wonky handling at this point. I've tried fiddling with every setting and read the crappy documentation many times. This should be a priority, but I'm too frustrated at it to make it one, lol.

I'm glad you enjoyed it! My long-term goal is for everything and more to be interactive in the player's home world, as well as adding several different islands, each with their own unique theme. Give me five more years and I'll be done, lol.


Again, thank you for testing it out and leaving such valuable feedback! I greatly appreciate it.

(+1)

No worries, I hope that helped.

>That's strange because the text wraps perfectly fine for me
To be clear, I was referring to wrapping while the text is reading out, not wrapping for the finished sentence. Let's say you have a long word that appears at the end of a line, and you're typing it one letter at a time (like myText.text += nextLetter). In the middle of the word, the Text component will realize, "wait a minute, this word can't fit; let's move it down to the next line." I think I saw this a couple of times, but I could have been mistaken.

>I'm using a fixed joint for all the interactive pickups and I'm not even sure how to fix the wonky handling
Yeah iktf. I have dealt with HingeJoint2Ds for a few minor objects, and it's wonky. Dunno what the proper solution is, but I can understand not wanting to focus on it lol.

(+1)

It's extremely helpful and I appreciate it.


-Oh, I see what you're talking about now. Last time I had this problem, I loaded each dialogue "line" as transparent and then revealed each letter by setting it to opaque to simulate the typewriter effect. Kind of hacky, but it worked, so I might do that here too.

-I'll probably scrap the built-in fixed joint and just make my own. Some other time, lol.

Oh yeah, the snoring noise is from the tree enemies that are close to the floating witch head near the maze entrance.