does the 'fog of war' feature work with the 2D renderer in Unity 2021 and above?
SasquatchBStudios
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It took me a really really long time to figure out how to make the first throw as the warrior even though I knew the controls and what to do.
If you throw any of the characters onto juuuuust the edge of the platform (as I did many times), they become unmovable and stuck in their falling animation and I had to start over.
Having some indicator of which character was active would have been super helpful.
Great concept though! And the visuals are phenominal!
This is a really really great entry! Takes me back to playing GTA2!
The size of the levels is impressive, and the scope of the game (with the progression and multiple endings) blew me away. My wife liked playing this one as well! Great little tutorial section as well (though on my first playthrough I missed the section about rolling, and so had no idea you could roll lol)
A few minor things to fix/add:
- you get a boost in movement speed when moving diagonally on foot, I think the movement vectors need to be normalized.
- a miniMap Icon for the car would have been super helpful, there were times when I parked it and (just like in real life) forgot where I parked it.
- I quickly realized that the car was only holding me back. There was a sufficient supply of unhappy people for me to find on foot Using the car frequently only ever made me fail the levels...which sucks because I really enjoyed using it
Loved this entry man, I think I spent the most time playing this one!
Fantastic submission. Really excellent work! Great lava shader too by the way. Found the whole thing to be a really chill and relaxing experience.
There was a level or two where I had some difficulty getting the robot to open his door.
Though I'm a bit embarassed to admit it, I initially (in the first level) got the robot to the other side, and it took me a full minute or two to realize that I'd already unlocked my door and I could move on. So I didn't realize what my objective was, nor that I'd completed it. I for some reason kept trying to get the robot to enter the adjacent room properly, and was spending all my time thinking the puzzle was figuring out what angle i needed to line myself up to the door with...if that makes sense. Having the door to the next room automatically open when it unlocks would have pointed me in the right direction more effectively.
Loved this entry, great work guys!
thanks for the great feedback man! Really appreciated. I had so much fun working on this I think I'm going to continue to expand it (don't worry, I have a LOONG laundry list of upgrade ideas, many of them much more interesting than what's in the jam version:) )
Wondering if you'd be willing to playtest and critique again in a month or two? This was very helpful.
I plan on playing/rating your game either later tonight or early tomorrow, can't wait to try it out!
My favorite entry I've played so far! Really excellent work guys!
Platforming hitboxes should be reduced in size to make it a tad easier, though the levels that were there were great (and thank goodness for checkpoints!)
The platform speed compared to the player speed felt off somehow. At least on a few of them (they were really really fast)
DDR: Loved this, took me right back. An animation or something juicy would have been nice to indicate to me (in a super obvious way) that I hit the keys correctly at the right time, I wasn't always sure when I wasn't looking at the fill meter.
Bullet hell: This was really fun. Those bullets that curve got me everytime!!
Very difficult!
I loved the art. Very chill music. Nice animations, it played well and smooth.
There seems to be a climb limit put on the player, but it's not time (as far as i can tell), so I was never sure when i was going to fall or not.
A few bugs as mentioned below but nothing too bad, though I couldn't help but feel like the character jump was a tad too floaty. I took damage a few times because he didn't jump fast enough to clear their heads in time. Maybe I just need to get good though :)
I didn't realize just how bad my memory was until I tried playing this, lol!
Works very well, I see based on the orientation that you're developing this for mobile? I personally found that the cards could flip over a little faster, but speed that up a tad, add some juicy sound effects (maybe some particles or something to signify when the player found a match - get that dopamine dripping) and you've got a solid mobile release!
Overall, nice work!
Very nice work! I love the block-y (is it voxel art?) art style on the character, and I really like that you save yellow blocks to get upgrades down the road, gave me a good reason to replay it multiple times. Apparently I also can't read, cause I didn't realize till my second playthrough that red blocks healed you, Also a nice touch.
I did have some trouble determining if I hit an enemy, or if they hit me. I also found that using "spin" got me killed more than anything else, but maybe I just needed more practice as I got better with it over time. I got hit a lot while moving down as well, found there wasn't quite enough visible screenspace below me, at least until the smooth movement caught up to the player, if that makes sense.
I like how the levels get bigger each time, but you're also on a short timer each level, so you have to find a fine balance between rushing while being cautious. I also liked the placement of the enemies, I was nervous turning every corner, and there were a few fun moments where I got swarmed, and fighting my way out of it felt really good! I could see this being a really fun mobile game!
More fellow metroidvania devs!
Ok so first and foremost...well done! This was super impressive for a month of work. I was already impressed..and then I found the boss, very nice touch. You also got saving in there! I just needed a feeeew more days to get that implemented into mine, alas.
I'm assuming, based on the "demo version - subject to change" that you guys are wanting to develop this into a full release? If that's the case, I hope you won't mind if I offer some constructive feedback based on my playthrough.
On my second playthrough, I accidentally found the end of the demo without ever encountering an enemy, though it happened fast and I can't remember how I pulled it off, but just something to watch out for.
The camera likes to jitter a bit, especially when the player walks up certain slopes. There were also some sections , when the player jumps, where the camera might follow the player vertically more than it should, made me feel disoriented while I was jumping (again, only sometimes.)
There almost feels like there's a slight input lag with the shooting. Barely, but enough so that sometimes when I missed an enemy it didn't always feel like it was my fault.
Lastly, I would use a much louder sound effect when the projectiles hit the enemies. You've got some great particle effects, and a nice juicy loud sound effect would make the projectiles feel nice and give them a nice feeling of impact. Currently, especially with the volume turned down I couldn't always tell if I hit an enemy or not.
I loved the hand-drawn art style of everything. The particle effects were great. The levels were interconnected, and I found it very easy to memorize my way around after a few loops (also a positive.) I like the dash quite a lot, very unique take with the effect! For a demo the difficulty is well balanced as well. Overall, very impressive work, I hope to see this on Steam someday!






