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(+1)

I calculated the aspect ratio to be 84x56, you had plenty of subpixel movement, the buttons got slightly darker than the two allowed colors when you hover over them... you sadly didn't follow all of the rules. What I can say about the gameplay: the nature of how you're supposed to play, timing your second jump just right, requires the player to either see more ahead in the level than what you show them, or to memorise the level, which is not much fun. You could make it more forgiving by always making the second jump the same height as the first (setting the ball's vertical velocity instead of adding to it) or by showing more of the level ahead (thus increasing reaction time). As it is, you've got pretty much just a memorisation game.

Thank you very much for your feedback but can you explain what sub pixel movement is maybe I haven’t understood?

Should the resolution be 420*240?

(1 edit) (+1)

Subpixel movement means that your game is actually being rendered in 480x320 and not 84x56, because even though the camera size in your game engine is set to 84x56, when you scale the window, things aren't drawn snapped to the nearest integer position; so when your player's y-position is 4.85 for example, it's drawn at y=4.85 and not 5, so it's slightly higher than if the resolution was actually 84x56.

In other words, when you scale down a screenshot of the game to 84x56, it appears to be losing quality - this should not be the case.

https://imgur.com/MimxBFx

(The image on the right has a resolution of 84x56 pixels.) According to the rules, the resolution should be 84 x 48 pixels, without subpixel movement. I don't know how to change this in Unity.