Fun little platformer with a neat character swap in caves. Great work on your entry!
Stufco
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This is so nice and well done. The music switch when you go into top-down view is really good. Really impressive work!
My one criticism is that the character controller rotating away from things it collides with made navigating a lot more difficult than it needed to be. I couldn't figure out why my guy seemed to randomly turn, and at first i thought the green things were shifting around me. It added to the weird existential dread i was feeling, but probably not in the intended way.
This is pretty chill. It's definitely something you can add on and flesh out.
The objective indicator got kinda broken when going form small to fullscreen, and i think i know why. In fullscreen, it was only drawing in a rectangle the size of the small screen version, and what i think you want to do is, when converting from your target's world position to the screen position, multiply the resulting x and y position values by the quotient of the indicator's parent canvas's rectTransform dimensions to the screen's dimensions. In addition, when you clamp the indicator's position to be on the screen, clamp it to the canvas's rectTransform dimensions.
I had the same issue doing my hud indicators, and that's how i solved it. Hope this helps
I just love the simplicity of design of your game. The 3d controller can take a little getting used to, but that's hard to do without bringing in mouse look, and i think works pretty well here considering. Really liked the game idea and the level progression, showing the different basic combinations of how the mechanics can be used. Nice work!
i'd be really impressed to see someone speedrun this, because controlling both characters simultaneously is brain breaking. Ended up doing one at a time and got stuck at what to do with the green block with the arrow on it and the stack of blocks, then time ran out.
Really well done and great use of the theme!
Right on, been waiting for this. Love the ps1 aesthetic. Great work on getting that nailed down.
The camera feels super funky and jarring atm. Not sure it needs to be stepped, and seems to be avoiding spots where there is nothing to avoid. It's playable, but it can be greatly improved and made much more playable.
Great work so far! Looking forward to the full game.
Yeah, those hills were awful. You can get under the sphere things to kind of hold them in place while they connect, but getting them close is another matter.
Thanks a ton for playing and for the great feedback. I'm really glad you like the art.
I'm kinda the same - I only read descriptions if I can't figure it out from the game. I intended for an intro where there's a brief explanation and you get launched out of the ship in your own pod, but ran out of time for that and the more city buildery stuff I was thinking about.
He does surprisingly little shooting. The platforming can be really tough, and I kept getting my toes stuck in ledges. Sometimes if I move or turn right and stop moving the guy has a tendency to drift. Much of the text displayed outside my screen, which could be a resolution thing - I'm at 1920x1080. I pressed the secret button but couldn't tell if anything was actually happening beyond the ends of some lines of terminal text. That aside though, I think for 3 days this is really good. Great work on your game!
Really cool use of the online api to get trivia questions. How difficult was that to set up in Unity?
Some highlight of the correct answer would be really nice feedback from the game. It might make more sense if it swings to the right when you're right and left when you're wrong, but that's not important.
Great voice acting and great work on your game!
Oh lol I shoulda known there was a pokemon that looked like that. I was just trying to not make them spiders. Thanks for playing and for your feedback. With the wells and pods I was trying to make a sort of city builder with a minimal interaction set from the player, where you establish a colony and they, like, terraform or something. When the pods are close enough to the wells and held still for a moment, they automatically start pulling resources from the well. When a pod fills up, a dude pops out, and basically I ran out of time so they just stand around or detect rock and lay on the ground. They can be kicked, too
Thank you so much for playing and for the awesome feedback. I'm really glad you like the look, cause I spent a bunch of time at the start figuring out how to get it all working. A few things fell by the wayside, like a proper intro/outro, as well as music. All the sounds were added in the last couple hours of the jam, and I hadn't settled on a feeling I wanted for the music, so figured the wind sounds would have to suffice as soundtrack.
Thanks for checking out the savegame feature. Glad to hear it sounds like it's working.
And thanks again for good measure. Have a great day!
I like the katamari effect, and how the added cars weighed you down. I ran into some bugs, however, after losing on the third level and restarting. The counter persisted from the last level, so when level one restarted, it had 1 cars left despite there being 2 in the scene. After hitting both those cars, the counter was at -1, and the level did not end. The cars were added to an invisible stack that also persisted from the failed third level, the clock counted down and I failed it. By the third run, the strain of phantom cars was debilitating, and by the fourth, the suspension gave out altogether.
Anyway, probably just some values need resetting. Fun idea, and great work on your game!