Great job. I played all the levels. It was fun and challenging.
waijee
Creator of
Recent community posts
Hmmm? Thanks for playing and the insight.
I did have to overhaul the movement system for the player as they kept getting caught on corners. I tried to mimic the speed and nimbleness from the first version of the game, but maybe I didn't get it right. Or like you are saying, maybe it feels more sluggish because of the train length.
As I'm writing this comment, I did a test of how long it took for the player in both games to travel the same city block. The player in the new game is slower by 10-15%... Haha, I thought I wasn't gonna open the project up again, but I guess I will and try to correct this.
Again, thanks for playing. I felt very good and surprisingly proud of the game, so I appreciate your comment.
Great job with your game. I enjoyed it. Very good use of theme and very clever puzzles. I like how you put in the story and tutorials on the Itch.io page.
The controls were a little finicky, which I was able to handle until the anti-matter people were involved. My criticism is that it became frustrating to work so far into the puzzle to die trying to navigate around their attack/view fields.
The other issue I had was similar in that I got far in a puzzle and dodged the anti-matter people a number of times, but I accidentally teleported a cube where the other self could not access and teleport back.
Overall, just game design issues I don't have an answer for. Maybe that was your intent. Whatever the case, it is a very fun game. Keep up the good work.
Hi. If you are interested, I created an enhanced version of the game. I reworked the movement and colliders. It greatly fixed all my issues. The enhanced version also has some extra features like more gifts and multiple endings. You can find it here:
https://waijee.itch.io/gift-train-mothers-day-mayhem-edition
Thanks!
Hi. If you are interested, I did finish the enhanced version and deployed it. You can find it here:
https://waijee.itch.io/gift-train-mothers-day-mayhem-edition
Thanks!
Hi. If you are interested, I did finish the enhanced version and deployed it. You can find it here:
https://waijee.itch.io/gift-train-mothers-day-mayhem-edition
Thanks!
Thanks for playing and your feedback. I'm of two minds on the zoom. I am concerned that the small items are hard to see, but I want that sense of perspective when the train gets long. Not saying I have to copy it, but in the Katamari Damacy games, the perspective does pull back and the smallest items kinda "disappear" as they don't matter much anymore...
I'm working on an enhanced version of the game with more content. I might rethink it and maybe make some tweaks after I iterate through it.
Thanks again.
Thanks for playing and thanks for your observation. The more I think about it, the more I think that breaking the train would be the wrong kind of challenge.
Regarding the other cuts, I'm actually working on extending the game and adding in the cut feature. I'll probably put it up as a separate project so as to not interfere with the jam submission. I'll put a link in the game description to that new project when I'm done.
Thanks again.
Thanks for playing.
Kinda. The grid map uses colliders, but not the player. I was trying out something different where I'd avoid Unity's physics system and not use a RigidBody for the player. I had recently finished Code Monkey's very excellent Youtube course and he used Physics.CapsuleCast() to determine wall collision. I thought I'd try using the Physics2D.CircleCast() and it works, but not super well when approaching corners... The gifts use the same technique.
I might enhance this game after the jam and change the player to use the RigidBody component, but leave the gifts as is. Not sure when too many RigidBody's may cause a problem, but I do hear they have some overhead.
Thanks for the advice though!
Good job with the game. It was quite challenging, but the right amount where I could keep practicing until I was good enough to beat it.
Oh, one suggestion was it'd be nice if there was something that could indicate which character you are in control of and maybe some effect to show that you've switched.
Keep up the good work!
Wow! Awesome job! A very good rogue-like. It was very fun to play and I like the look of it.
I have some minor criticism/advice, especially against how well done the game is. You mentioned you were focusing on game feel / juice, so the following is my very amateur advice on that.
- Maybe have a weapon cycle key, like the key E. Trying to hit the 1, 2, 3 keys was a bit rough.
- Some comments have suggests a bigger playing field or small player/enemies. I think the size was fine, but I would suggest that enemies get pushed back a little or get stunned for 0.1 secs when they get hit. That may help with opening up space for the player to move around.
- The screen shake is fine for when the player gets hit, but maybe a small hit stop effect might be good. That might interfere with point 2 above though...
Super enjoyed the game. Keep it up.