That's an issue with UE4's HTML port -- it's non-existent in the download. Not sure *why* it wants to be a little odd like that haha.
PuzzleZach
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The physics were a surprise to me as well and I moved my design to accommodate them -- I believe it's because of the marble mesh. I might experiment with the Kenney golf ball and see if it that was the reason.
and indeed it does loop. I was going to add some extra stuff to wrap up but lost a day dealing with import issues in UE4 (you need to set physics settings to 'complex as simple' for it to recognize the asset collisions.)
I'm a bit out of practice with uploading builds so I ran out of time debugging last minute issues. I plan to make sure all future jams I make are available for online play (as well as downloads for WIN/MAC)!
Post-jam I will be working on the web release and just implementing soo many updates that people have suggested. :)
Some positives and drawbacks when it comes to design. The slow pace could be warranted if there were consequences such as platforms falling if you use them twice without a break. Would be nice to be able to go faster over long stretches as well as having additional blocks to work with. Was unsure what the fountains or grassy blocks were for.
When I work on the full game I will definitely be easing the player into looking around the environment and having more cues for what walls are fake. The bug is related to Unity's controller, but I think it's fine to leave it in since players will think they are clever by peering into a storage room they can't access and seeing a skeleton or something lol.
Lots of room for growth, especially when it comes to boss telegraphing. The instantaneous teleporting on top of the character could have some kind of tell so the character can adjust to that. This could easily be part of a series of boss fights where the player has to deal with various kinds of bosses.
The second wave was definitely longer than it should have been, took quite a lot of clicking nonstop to clear them out. Adding the ability to place down traditional tower defense buildings or at least create barricades / traps would help the player do actions besides clicking. A "hold to fire" option could also be added for more accessibility.