Y'all good. That's all part of the process :)
Progress gets faster as you better understand the fundamentals. But given the rest of what you've developed so far I imagine you've kind of seen it for yourself, hopefully at least a little bit.
GrayGriffon
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okay, ngl, Isometric platforming isn't what I thought I was getting into, but I'll be a monkey's uncle if it isn't actually REALLY fun.
This makes precision platforming in a 3d space really easy and enjoyable.
If I could offer a recommendation if you return to 3d platformers in the future: A drop shadow would increase usability exponentially here.
This video does a pretty good job of explaining how to do that:
Either way though, this really is a solid proof of concept, and I'll openly admit to wanting to steal the basic premise to use myself one of these days :DI really like the interface and sound effects. The premise is fun and works well with the gamejam's theme :D
it did feel like the timer was a bit much, i understand why its there, but i don't know that it added a lot to the experience. Its a fun enough puzzle just by itself, the inclusion of a clock ticking to a "Fail" state seemed like unnecessary stress in this situation.
nevertheless, the rest of the puzzle was well designed and thought out.
well. That was quite the enjoyable little experience! I loved the idle animations of the sprites, the pacing was well done, and the overall silliness really lended itself to a fun little game. well done! The only issue I ever really had is the buttons sometimes not responding very quickly. that's it though.
huh.
honestly I'm shocked someone even decided to play it. Thank you so much for the feedback! I'm glad you liked the story.
Unfortunately that wasn't a bug... that's just... the end.
I made this game in between 6:00 PM the day before submission was due, and 11:00. I got it submitted with only a minuet left on the clock.
as a result, it is a rush job. It was originally intended to be a Turn Based combat game in the same vein as Final Fantasy. But... well. All of the Unity tutorials on making turn based combat never actually talk about how to accomplish turn based combat. As a result, I had to cut a lot of content. And hilariously enough I just didn't have the time to code in an actual end sequence.


