Thanks, I'm glad you liked it :)
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Thanks, I'm happy you had fun with it :)
I think the player's collision shape is the problem. I should have added a "foot collision" to the bottom of the player's collision shape, I think that could fix it. After the voting period ended, I'll update it.
Thanks for the critics! :)
I couldn't spend as much time on the development as I wanted.
I felt similar about the enemies. I didn't want to get rid off them after creating / scripting them and the gun so they were left in the game even if they doesn't add much to the challenge.
I'm quite new to the world of 3D game development, this is my first fps-platformer.
One of the biggest problem was to make the moving platforms somehow usable. The typical "player moves with the platform" thing wasn't as trivial as it would be in 2D. I came up with the idea of these "bouncy" platforms, tried it and I was happy to see that it works as well as in my fantasy. Although...as you said, they are glitchy.
Glad you liked the goal of the "tutorial" level.
I wanted to add a more challenging jump to the last level...I think I can agree that it could be less unfair.
I'm happy you liked the art style :)
I like drawing / 3D modelling and so making the art / models for my games. - Even the music...but there is really much to learn for me to make something decent.
I could have balanced the glowing effect more for cases like the one you mentioned.
I found some good sounf effects and started making the music...well...maybe it's not a big problem that I didn't have time for the music, although I wanted to put some sound effects into the game, I didn't got enough time.
Again thanks for the review. I think I learned a lot while creating the game!
I'm thinking about participating the next ludum dare, it would be a nice oppurtunity to challenge myself, hope I'll get enough freetime.
What was the name of the game? I may take a look.
I'm glad you liked it! :)
I used KinematicBody2D for the player and Static. for the platforms and floors / walls.
I didn't notice the bouncing but I think I know what can be the problem. I used capsule as the CollisionPolygon for the player. I noticed that the rectangle as bound of player doesn't work so well with diagonal tiles, I can't climb up for example. I think I know how I could I fix that; adding a second collision as foot, I remember seeing something like that in a FPS example project.
The "repeating-jump" when I keep pushing the SPACE wasn't irritating for me...however after reading your comment I see why it can be a problem.
I think I could add a key for turning repeating-jump on / off.
After the voting period I'll update it, thanks :)
Wow! Thanks :) I'm glad you liked the style / setting of the game, I was quiet surprised and happy to see a video about it.
I'm planning to update it sometimes after the voting period ends although there's gonna be much work to do even after that. I want to get rid off the bugs / glitches / other things need to be fixed first, like the missing border in the start room, where you can practically fall off the level if you go through the door.
Thanks for playing and for the opinion. :)
I will try to balance the player / platform speed more in the future, thanks.
I doubled the resolution, now it should be better.
Looks like the viewport setting of the page didn't work like I wanted. For now, I changed the resolution back.
This was only a prototype level :)
I added platforms and a "bigger" map.
Until the deadline I want to make it a first-person platformer with a minimal, additional action.
Depending on my freetime it's not impossible that I can't make it...if so, I think I'm going to even cancel the submission.