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A fun tunnel syndrome inducing shooter ^^. A bit more on the difficult side, but I liked that. I liked the bearded guy and the bosses. It feels a bit under-play-tested - if the metal boss decides to charge through you, there's no way to escape, he's too fast and big, and the player is too slow. 

Pixels look all jaggy, and they change in size when moving. Well, that's a Unity issue, In my project (please rate it ;) - https://itch.io/jam/blackthornprod-game-jam-1/rate/319208) I spent a whole day trying to make the pixelart look smooth. Still wouldn't work until I turned rigidbodies off on most objects.

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Thanks for the feedback! 

Yeah, didn't have time to do the proper playtesting. It was my first game and a made it in several evenings after work. So I decided that finishing it is more important than polishing it. And too late I understood that I had to make auto-shooting =) 

As for pixel perfect yes, as I googled later, this is a common issue. And Unity has a blogpost about that https://blogs.unity3d.com/2015/06/19/pixel-perfect-2d/ , as well as there are bunch of articles and videos in the Internet. I haven't tried these by myself, though. 

Here is one more explanation why is pixel art might not look smooth in motion https://stackoverflow.com/questions/35785291/getting-giggly-effect-when-slowly-m...

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Yep, seen those posts. To get smooth pixel perfect result with moving objects and moving camera I've tried implementing this method with  transferring sprite renderers into child objects and snapping them to a grid - https://tinyurl.com/y855v79q

It's not a perfect cure that works every time, unfortunately - in my case it didn't work with gameobjects that had rigidbodies and were not the player.