What are the resolutions for these sprites?
Recent community posts
I like the concept, and overall feel of the game. I like this more than some of the first person shooters I've played in this jam because you can easily see and dodge the projectiles, which is a problem with my game rn.
Pretty challenging but original match 3. Enemies kept getting staves/magic wands for me but I had very few wand matches so I ended up taking a lot of unpreventable damage. I could just be bad tho.
Nice game has a lot of content and good overall feel. I kept getting the glitch where white lines appear in between the tile columns on the tilemap. In unity you can fix that by using a pixel perfect camera, or doing this, or using a sprite atlas for all your sprites. I've encountered this problem a couple times and pixel perfect camera usually fixes it for me.
Best puzzle game I've played so far in the jam. So much content, you really have a good understanding of how to design levels for this mechanic! I think if you can make ~100 levels of this you can definitely turn it into a mobile or cheap steam game.
I almost went with this aesthetic for my game (using billboarded sprites with lighting) but I ended up using unlit textures instead, this project shows it can really work. I liked the ambiance a lot.
Good idea, I can't believe I haven't seen an FPS endless runner before. The shooting mechanics are a little frustrating at long range though, since the bullets shoot from gun barrel direction and not the direction the reticle aiming at. To fix this in my game I attached a script to the projectile that initially launched it from the direction/position of the gun barrel, but over the course of a half second moves it to the in front of the reticles screen position and direction. This still gives the effect of the projectile moving from the gun, but makes it more accurate. Very nice game.
Very smooth gameplay and great style. Shooting was fun and bombs felt very satisfying. The perspective made the game hard to play at times, a few times enemies from the south would shoot from off screen. I found aiming a little disorienting as well due to the perspective. Also, there is a glitch on the windows build when selecting a potion from the rewards screen the game will crash. Still overall good work, best top down shooter I've played in this jam thus far.
Best flappy bird style game I've played yet. I like any game that does multiple things with one input. I wonder what the best way to expand on this is while still only keeping one input. Power ups seem like the most basic step.
Great amount of content and I liked the dice roll catch system, it contributed to the goofy feel of the game. Never really played a 2D stealth game before and this game makes me feel like that genre could really work out.
Good use of assets, the enemy ship placement was good and varied, it felt like a real top down ship shooter. The shooting sound was very grating though, especially with no music. I got to the final boss and I'm pretty sure I got one shot from full health in like half a second, not sure if that was intentional but it was very jarring.
Cool idea. Jumping, movement, and animations were good. Jumping between worlds can be a little frustrating, the camera moves quickly finding a way to smooth out the movements would go a long way I think.
Good twist on an endless runner, having the hook collect coins is actually pretty cool and adds more depth to the player movement. Could easily make a nice little mobile game out of this with a few more weeks work.
This has a huge amount of content. Seems like it has some real depth as well. My only complaint is that selecting who to attack should be faster, maybe use a click and drag system like slay the spire instead of this multiple click system. Could be turned into a good little mobile game.