Really really good pixel art, music. Fun gameplay, great movement. Really don't have anything negative to say.
AlonellyFox
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I actually have implemented all Jonas' tips from his video. There's 0.2s Coyote time & Jump input remember time. The jump falloff when you release the jump key is 0.6 (probably should be lower). The only thing that's missing is acceleration / deceleration, which I agree is important when you want to move just a little.
Eh... about the medium height jump... There's no instance where the game wants a medium jump from you, so that oportunity is kinda pointless to me. With the super jump it's possible, but yeah without it you can either do a small jump / high jump. I'll try to find a solution to this. Thanks though for a descriptive feedback :D
Thanks for the feedback.
I agree with the gun being op and it being just an obstacle. At first I wanted to have a bossfight at the end, but I had to scrap it, because I was really running out of time and I never made a boss before, so it's just a big blob that you have to shoot....
I agree that some platforming sections aren't fun at all, but I don't know where I went wrong with the super jump. Could you please tell me what aspect of the super jump is bad in particular?
Glad you liked the collectables :D
I agree with every critisism you gave. I really don't know why I didn't bound the abilities to numbers lol.
As for the spring enemies, their AI is quite simple, but yea they're unpredictable unles you know how their AI works. They have a detection box under them and when the player enters this detection trigger, they will try to go to the opposite direction of the player's velocity, but if the player is standing however, they will go straight for the player.
The wind effect for the floating ability is made using a shader (I specifically used Shader Graph), which is quite simple though - I just take whatever the camera sees (I'm using render textures, because Scene Color node didn't work) and offset the red channel by some small number and offset the blue channel by the same number as the red channel but multiplied by -1. Then I just combine the red, green and blue channels and plug it into output.
The visuals are really great. Professional looking particles and art. The ressurection looks really good and feels great. Different enemies would make the game more fun and randomly generated obstacles would be also great.
The movement is kinda unresponsive... I assume you are normalizing an input vector to avoid faster move speed when moving diagonaly, but you're using Input.GetAxis() to get the input value. When you want to normalize input vector, you should use Input.GetAxisRaw() (I could be wrong, maybe you are using different input method, this is just my assumption)
I'm turning 18 and I'll be able to get a driver's licence soon, so this is probably me in a couple of weeks :D
Game looks good and controls are okay, but I'd change some things -
Instead of immediately dying when you collide with the red obstacle, I'd make it so that you have to have some amount of speed before it actually _kills you_
And I'd put the music source on a non destructible object so that it doesn't restar each time the level reloads