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(+1)

Thank you Mossieur Patate, really do appreciate the feedback.

1. I didn't take into consideration the AZERTY keyboard ); I would assume the best thing to do is add a way to change the controls right? how do people usually solve the issue of multiple keyboard layout support? and is it possible to specify location on the keyboard and not a specific key?

2. the space key took me so much time to do, I tried making it longer but with the blur it resulted in a really bad looking button xD, tried editing on the sprite after that and it went horrible :). In the end I should have went with 'SPACE' as you said ;D

3. thank you!

4. It is the dumbest way you might imagine xD, move toward the closest target -> roll until you get the target -> move again

5-6. I wanted to add more feedback but didn't have time D; Hopefully after the jam ends I am going to update the game and solve this.

7. this is happening to everyone, submitting last minute always result in these issues D;

8. that is a cool Idea I am going to test it out after the Jam ends for sure.

9. it looks like the sprite filter is fixing the the blur issue.

Thank you for the kind words.

Thank you for your answers! I am always interested in behind the scenes. :)

1. I didn't take into consideration the AZERTY keyboard ); I would assume the best thing to do is add a way to change the controls right? how do people usually solve the issue of multiple keyboard layout support? and is it possible to specify location on the keyboard and not a specific key?

I am not sure what the most common way is, but my opinion is that the most simple solution is to use the physical locations. I do not know how to do it in Unity, although there is probably a way directly in C# (as this is a mere low-level I/O question). In APIs such as those of SDL2 or Love2D for example, you have access to functions for looking at the key placed at the same physical location as some QWERTY key, so it’s very simple.

Custom user key binding sounds fancy and overkill for a simple little game. ;p But I guess it is easy finding libraries/assets that already implement this if you really want to, or make it yourself.

5-6. I wanted to add more feedback but didn't have time D; Hopefully after the jam ends I am going to update the game and solve this.

So, you mean there is a ‘flipping the dice’ mechanic, but that it’s just not noticeable? Good idea, anyway.

8. that is a cool Idea I am going to test it out after the Jam ends for sure.

Ah, thank you! :) I realize this looks a bit like Quake III Arena when you run into an item and the other player gets it. ‘DENIED!!’ (deep voice) XD

9. it looks like the sprite filter is fixing the the blur issue.

All right then, I believe in your good faith; you just won one more lucky star. ;)

Thank you for the kind words.

No problem; commenting/reviewing seems to be one of the most important part of the whole game jam process, to me. I wish more people would engage in reviewing and not desert overlooked games. (Yours is not, thankfully, but I found interesting things in few-vote submissions, including some great games.)