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Thanks. The aerial view was a bit self serving and nostalgic. It would be a fun exercise for me to try and render the karts larger than they are on the second camera. I haven't had to do something like that yet.
I could see how it'd be difficult to balance. The snapping mechanism you implemented works well. Maybe it should be possible to press a button to do an extended snap, like a grappling hook almost (with those vine feelers).
Very nice. Lot's of potential. Thanks for adding gamepad support. I can tell you spent a lot of time with the controls. I think the controls & physics should be tweaked to make it easier and moving around more gratifying. Probably all it needs is some kind of ability to start a strong swing. I felt like my worm needed to hit the gym.
Dude. This game is cool. Please keep working on it. I think you could put an interesting spin on an RTS tower defense like game. The zombie aspect is what makes it unique. I think it has a lot of potential.
- Better visually differentiate humans vs skeletons (they look like skeletons with clothes).
- Implement scrolling when touching edges (zoom was good but kind of slow when this game becomes faster paced).
An interesting exercise in layering combat elements. You did really well in providing feedback but I think it needs even more, like visual cues for when I can pick up one of them gems and when a color defense & attack is effective.
You're right--something like rotating the kart sprite would have gone a long way. As per usual during a game jam, the AI took up a lot of my time; if I had gotten the AI better, I would have made driving a little tougher with drifting. I wanted people to go fast!
Good job. Looks buttery smooth. A bit too much drag. I reduced drag in my game to almost nothing--and some people are saying I need more. Once you tone down the drag, you can make the karts go faster. I can tell you playtested with a controller. People need to play your game with one.