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(1 edit)

Wow cheers for the detailed feedback.

I can confirm that all the art assets were made specifically for this jam. We had Oscar doing the 2D drawings and I was handling the 3D assets with my typical workflow from Blender through Substance Painter and into Unity with the occasional custom shaders.

We certainly did have some issues getting Unity's current physics engine to cooperate with what we needed to make the game fun to play. We used a few neat tricks and compromises to get it to where we thought hitting the ball around was pretty entertaining.

Yeah, I also found it hard to manipulate the physics engine of Unity. There's a call in the Vector3 class, 'Vector3.Reflect' that I used originally to grab the opposite angle.

In our case our main problem was where the colliders for tiles meet. The ball hits one collider and not the other and considers it as hitting a corner rather than a continuous flat wall.

Also realistic drag/friction doesn't give the player enough time to properly mess around with the traps and tilt as the ball gains too much speed. We have some code adjusting friction along manually specified curves to get around this.