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(+1)

Thanks for all the feedback!! 

The delay has been addressed a lot, and I wholeheartedly agree. The unity editor itself had only a second delay, but it tripled in the WebGL version for no apparent reason. It's definitely something I'm looking at to make the gameplay faster while not interfering with clarity.

Drawing the registered path is something I wanted, but had to cut out due to the 48-hour time constraints. Indeed, it would improve things to make it less memory based!

The problem with preselecting characters would be when more than 2 Bones appear in a level. If one is preselected it might make it trickier to code everything correctly. As for the R, it's displayed in the first 2 levels, but perhaps it would've been better to keep it throughout all the levels. :)

Anyhow, thanks for all the feedback, I'll definitely keep all of it if and when I go for a full post-jam release!

(+1)

Ah yes I forgot about when you have two characters! Maybe having one selected by default can be a solution? (they do that in Xcom, works great)

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Also concerning the long delay, it's possible that it's because of the AI calculations. There is ways to optimize that, but depends on the algo you used, and the time it would take to be done. For example, some informations can be stored at the start of a game so the data access is faster

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To be completely honest, the delay was added because the AI was too quick... It's fairly optimized and actually did its moves instantaneously, which is why I added artificial delay. Still, it could be that the AI needs more time to think in WebGL as well, so it surely is something I'll have to look into!