Good job, I like the idea!
(The game froze when I chose "Change" during a battle (I didn't transformed at the start of the battle))
Thanks for this, it helps me a lot.
I have a question: I set my Canvas Scaler of my UI to Scale with screen size, at ref res 64x64. But it seems it does not match the 64x64 resolution. Witch make sense I guess: the UI is rendered in front of the main camera, not on the 64x64texture. Is there a way to render it in the target texture?
How do you handle this?
Question time (its in the title!)
I'm asking because the game I'm making for the jam is kinda hard to play with mouse and keyboard (at least right now), (it's like a twin stick shooter, but in a side-scrolling platformer, with 2 weapons, jump and run key...) so I'm worried if people will be able to play it!
Thank you for your time.
I'm thinking of doing something like this: you can fire 3 arrows, then you need to go back to normal mode and wait the and of a cooldown (maybe 2 sec) before entering time slowing mode again.
So here's my project for this wonderful jam. I'll try to describe my idea as best as I can:
This is a action plate-former, you can attack with your sword or with your bow. The controls are similar to a twin stick shooter game.
There is a "slow passing time" mode, so you can easily aim and firing arrow to slain your enemy while the passing time is halved by 2.
But it doesn't mean it will be easy! This will be a die 'n retry game style, so be prepare to be outnumbered by the swarms, fall into trap and .. well, to die a lot!
I hope to create a fast paced, fun to play game!
Day 1 (2 august)
Day 2 (3 august)
Day 3 (4 august)
Day 4 (5 august)
Day 5 (6 august)
Day 6 (7 august)
Day 7 (8 august)
Day 8 (9 august)
Day 9 (10 august)
Day 10 (11 august)
Day 11 (12 august)