Nice job with the game! I did find it hard to play the game, because the camera did not rotate with the car, if you like that kind if style, I recommend moving the camera up and further away so you can always see where you need to go. or you could also make a minimap to see where you need to go. In this case I would've probably just stuck the camera to the back of the car because of the chaotic track you were going for! The car itself controlled very nice so great job!
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I like the art and animation of the game a lot! The camera shake was a bit too much for me, and the screen quickly felt to small to manoeuvre my character around. But overal, very nice job!
I like the moody atmosphere! The characters feel a bit to floaty for my taste, I would also like to have seen some more reaction from the boxes (in physics terms, like slowing you down when you hit them to make them feel heavier) Adding some feedback from the rats in terms of clearer hit boxes or some attack animation would have been nice. Getting hit felt a bit empty, some particles or screenshake can do wonders. But, overal it's a great entry!
this is a good start! The controls feel a bit unresponsive, probably because of the rigidbody physics. also the constant flat walls kind of break the flow, maybe some sideways walls could keep your character moving while still retaining the no turning back mechanic. But overal, nice job!
nice job, there are some things to keep in mind for your next game: the relation between the sideways speed and the falling/jumping speed feels off, either slow down the player, or increase the gravity and jump speed. Also, the sides of the platforms are very sticky yet there's no where to go from there, you could add some sort of ledge grab or wall jump feature, or just slide down faster.
But, of course, it was a fun little game!
I love the artwork! A bit buggy, since I had quite a few times where my flamethrower was pointed at the chicken, but it didn't fry. Maybe, you could have made some sort of indicator for when the flamethrower would go off, and Mae everything turn based, so you could plan out your moves to meet a chicken at the exact right time!
Thanks for the feedback! I agree that the game could have been much more responsive. Maybe I should have looked for a way the get the same mechanics, but without the clunkiness and less responsiveness of physics based movement. The delay mostly comes from the springs the dogs are connected to, so the dogs kind of have to bounce back instead of actually being directly pulled.
all things to take into the future!