33!

ah, soz! Yeh, I set the difficulty threshold pretty high! 😅 ideally I’d have stepped levels that get more difficult as time goes. Though I found sometimes the sync is initially off from the start when the game first loads and the browser needs a refresh to get everything loaded in properly. Thanks for the feedback - useful! 🙏
BRO - it's a small game:
https://mikdog.itch.io/smol-game
[EDIT] Created as a way to learn CORGI ENGINE (a platformer engine) in Unity. I used Kenney's assets for the sprites, as well as Super Text Mesh for some of the text.
Made it in 12 hours - very different to the previous game demo (Bru & Boegie: Episode 2 - Get da SUGAR!) I released a week or so ago, which took me almost a year of full-time development!
In this game, you have a jetpack and a double-jump and need to get across the gorge to the other side. Really simple, focused more on mechanics and figuring out how the system works.
Screenshots:


Video:
Thanks for observing this with your eyeballs.
The End.
Hello! I just launched the big demo for Bru & Boegie: Episode 2 - Get da SUGAR!, the follow-up to Bru & Boegie: Episode 1 - Get da MILK! which (luckily) got featured on itch.io, was a big thrill.
The demo for Episode 2 took me almost a year (!) to make and polish up, am stoked with how it turned out. Used Unity, Adventure Creator (a great plugin for Unity to help make point & click games, thanks Chris), Photoshop (for most of the art and animation, used my big Wacom tablet to draw most of the stuff directly into Photoshop), iPad (Procreate, for some background and smaller animations), Final Draft (for script stuff), pencil and paper (for drawing rough backgrounds), Audacity and Ableton (for recording my voice for Bru, editing some six from Pete and recording vocals for the ending song), Final Cut (for making the trailer and some GIFs)... games really are multi-disciplinary eh.
I'm hoping to make a trilogy of Bru & Boegie games, got a lot of the rest of Episode 2 planned out and even some of Episode 3 planned out, but going to take a bit of a breather for now and see how reception for this second game's demo does. Been doing Bru & Boegie comics and animations for over 20 years, has been fun bringing them and their world to videogames.
>> Bru & Boegie: Episode 2 - Get da SUGAR! <<





Hey Kai - thanks man. Also been watching the YT videos you have linked on the Asset store page, and I wondered if I might try forego a lot of Canvas UI's stuff and try and get STM to do a lot of the work, since you seem to have 'Vertical Limit' build in to STM and I'd generally want to try and set the text at a predefined point above each character's head using AC's setting for each character, and then when the text goes over a certain horizontal limit, it expands vertically, preferably up. BUT, there's also an AC setting to always keep text inside the screen at all times, so one RectTransform object is requited I believe. Is there a way to automatically generate a kind of semi-transparent coloured background to the text, to simulate a text box? Then I maybe wouldn't need all the other nesting objects.
Yes, only seems to happen when recording with Unity's Recorder. At 60fps it's almost imperceptible but still noticeable.
Anyways, instead of me asking all these questions, I think what'd be best (like you suggest) is if I ZIP my project and send it to you to have a squizz at if that's ok. Will email you a GDrive link shortly.