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SOLID WORK!

In your devlog you mention trying to create an atmospheric game, well good job on that. 

I like how the little consoles show the current color of the wall so that even if wall if out of view you can know.

Also the splitter mechanic introduces good gameplay.

The camera controller could be a teensy bit better tho as it was nauseating at times, as well as the box grabbing mechanic it sometimes didn't register and had to go and grab box again. 

p.s. In your devlog you talk about mesh colliders, they should generally never be used in games as they are too performance intensive, most gameobjects can be approximated using a set of primitive colliders.  Like in FPS shooter games the player hit box is not a mesh collider rather a set of mostly capsule colliders fit into each body part.

Thank you! Yeah, a lot of feedback mentioning camera movement problem and grabbing cubes, i will surely check on this problems in the future works. 

About Splitter mechanic
You know, when i'm started making levels there was just a change color of a force fields mechanic. And previosly i never made a puzzle game before, so i started to notice that such a small number of mechanics transforms game into "Find a very obvious course of actions". So i added new ones, and there was no such problem for me after that.

About mesh colliders:
Yeah, I understand that primitive shapes are easier to calculate on a computer and I totally agree that it's better to place primitive colliders. But if only Unity had an easier way to arrange colliders. They have to be moved for a long time and each is a component of the object. Perhaps there are some tools for this that make this process easier.