This is some high praise for a game I made in a weekend. ^^ I'm glad to hear you enjoyed the aesthetic, I was very proud of that, and it'll be the style I'll be using in my next project. Though I'll be taking more time with the next one, so it won't be as short.
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I'm sorry to hear that. Unfortunately, I don't believe it has anything to do on my end.
Here's a link I found that might help you out. I hope you'll give it a try and let me know how it goes.
Whether or not it was good is an opinion of aesthetic.
I fall on the pure black side, as I felt like the fuzz bleeding over broke the illusion and was a little distracting. However I understand better why you chose the other route. ^^
Regardless of how you swing in the future, I am excited to see what you do next.
I'm curious, are you forcing a resolution in this game? Cause no matter what I chose, it didn't seem to change the quality.
In the 16:9 aspect ratio, the noise cuts into the sides, and I thought maybe running it 4:3 would help, but it did not.
Regardless of that hiccup, the environment looked great. Lacked interaction, but it was still interesting to witness the events.
Oh dear. Well I went back, the added controller support was the perfect fix for the controls.
I didn't notice the eyes of the statue glow for a second when you pick up the crystal there.
The additional boss was nice extra content, although their screen clearing move was hard to discern. It took me a while to figure out why I was even dying.
A little frustration is perfectly acceptable. It can even add to satisfaction of overcoming the challenge, so long as the player is able to tell why they failed, learn from their mistakes, and feel their progression with each attempt.
I'm happy to have played it, and again I can say, I'm super excited to see what you do next. I love your content.
I understand. You were using unity if I'm not mistook. The way the player controlled, it felt like you were using a rigidbody. However if you'd like to get a tighter feel to your game, I'd recommend using a player controller.
It'll take a little more time to figure out how, but you'll have more control over the jump arc, and the player controller doesn't have issues clipping through walls.
You got alot to learn, but for your first released game, it certainly functions. The HUD moving with you was strange, and I feel the background hides the goals, still, with more practice I'm sure you can do better next time!