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Nice game, cool concept! Clean and crispy vector art! 

I playtested for a little bit, the game works and runs great, I'm only a little pedantic when playtesting games (I playtest games as I do for mine that now has a long list of known issues XD) this is what I noticed (apart from that 8 point goal stuff, maybe you already also noticed these): 

  1. in the tutorial section: there is "poin" instead of "point"
  2. I would normalize the speed of the diagonal movement (diagonal movement is faster than horizontal-vertical one, I suspect you add two movements without normalizing the resulting vector)
  3. the player flickers a little bit when it reaches max speed
  4.  approach the crystals on the bottom from the top (ending near the bottom border between two crystals, and to work you need to go down with a little bit of the player collision box intersecting a side of the crystal) and then try to move left and right: that movement is restricted  (seem by collision boxes of the crystal )
  5. Sometimes I got a point (and a crystal started shooting) but I don't know why (doing nothing), it happened with bottom crystals while I was testing point 3. (maybe an enemy spawned inside a crystal?)

Anyways, great job!

(+1)

Thanks for great feedback ! please let me answer this real quick
1. point number 1, 2, and 4 I`m already aware.
2. for point number 4, in the prototype I used a square collider, then when I was working on the art, I changed to a rectangle. So when I changed that in the prefab, the bottom collider went inside the stage.
3. for point number 3, I actually prefer 3D because the character controller is very comforting for me. So when I switch rigidbody, I don't know how to fix that. I already used fixedupdate but it's the same.
4. for point number 5, When you knock the slime out of the stage, it walks towards you from behind the crystal. I'm not applying any specific state in order to activate the crystal. So, my bad i guess.
Again, thanks for the great feedback !