Recent community posts
Thank you guys for all your support. I see that we finished at 19th place and are currently the 1.st in popularity in submissions. We are TOTALLY gonna CONTINUE. If you have any suggestions make sure to write them below.
You can follow us here on Itch and on all the social media:
Again thanks for all your feedback and stay tuned.
If you controlled 2 people at once, that is a bug XD, its meant more as coop game, where you can switch sides, so you can actually play solo. But thx for playing. Did you play till the end?(Like it must have been like 10x harder with the double at once controls)
SFX were planned, but hard, Camera can be rotated(but you might have missed it) if you mean that sometimes the player cant be seen, it is also planned to have see through walls like effect. Anyway thx for playing.
You have a good point, I dont think any of our level designers play Toad, but I know about it and I have to give you that, it is pretty similiar.
And yes the stairs are a bitch, I just didnt know how to implement them properly, so that one can scale them and one cant.
Anyway, thanks for playing.
Thank you for your in depth analysis.
I can just say you are right, the problem is our "algorithm" scales with diffuculty in 2 or 3 direction at once, which is absolutely not a good idea (was written in last day if I recall correctly, if we are going to do something more about it I will take your calculations into account). How our system works is: Depending on your level(difficulty) +- some random you get a time, and then every output item has some point value(3 hard items has them hardcoded, and then a random semi could spawn which has point value for the whole group), we then subtract from the difficulty by these item points till its 0(I can only agree the time should have been calculated at this step). The score you get for completed item is based also on your difficulty(so in higher levels you get more points) the item lookup point value and also the time it took you from start.
If I remember correctly I wanted to do something as you describe by going through all the recipe lists and calculating time it would took, but similiarly as with Customizer Machine or In Game Recipe book, there just wasnt enough time.
Thank you for feedback and have a nice day.
You can just have 1 game manager script handeling everything with the update method and then have multiple other classes for each object which references it from the one monobehaviour, needed to say: It will be hard to navigate through it.