should be fixed ! https://bit.ly/2OWGoxm
XRNZ
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your ground check may also be a problem, maybe you are not always considered grounded when you should be.
As for input loss in fixed update, you can check this link https://forum.unity.com/threads/check-for-user-input-in-fixedupdate.214706/
Basically, inputs are updated before each Update(), and depending on the computer, it is possible that many Updates occur between each FixedUpdate. If you check in FixedUpdate, sometime you will never "see" the key being pressed, because the key press was only true during one Update, and was erased by another Update that occured before FixedUpdate.
What will work is something like that https://pastebin.com/nS1cuFLq
Thanks for the feedback ! The platform generation & movement is indeed very basic, currently they appear randomly on a circle around 0,0,0 with some basic conditions so that they dont collide too much. Then each platform move down at a constant pace. As of now you cannot ascent out, it's just surviving, and yes a visual counter would be nice !
Audio & art is good (except the big monster teleport / paralyze animation, which is a bit confusing), the concept is also good (each enemy is different) + the lightning flashes to reveal the level. However, the game is super hard ! Maybe you can try to increase the range of the flashlight, and/or make it easier (and clearer) to use the ultimate ability.
Hello there !
Ascent is an oniric first person platformer, made in 48h for Geta Game Jam 8 (theme : "Dreams & Nightmares").
Jump & fly from platform to platform, try to maintain altitude, do not fall into the pit. The lower you go, the weirder it gets... My goal was to create a short and original experience, focusing on game feel & visuals.
If you find it interesting in any way, please leave a comment :)
Thanks ! I did not do everything from scratch, as said on the game page I used some packs from Unity Asset Store, so take that into account ! It helps to have good raw ingredients when you cook something... but I still had to dedicate most of my time to the visuals of the game (scene composition, color, post processing...), so the gameplay is quite basic in comparison ^.^
Hello, glad you liked it ! Do what you like, the more it is used, the better :)
I would suggest taking a look at the latest build (V3) which i just updated : generation is even more varied & fixed aspect ratio (pixels are squared and not rectangular, and less black borders). Let me know what you think !
Hey Circa1998, thanks for your comment ! The game is actually 64*36, you can count the pixels if you feel like it ^^ but I guess i should make it clear on the page, I understand this can be misleading. I agree the game would need either more things to discover and/or more gameplay, I didnt have much time during the jam, but that would be a nice addition for the future :)
[edit] The jam creator also did a 64*36 resolution for his game : https://jackoatley.itch.io/full-volley
https://xrnz.itch.io/pixel-islands
Hello there ! This is a game I made for #LOWREZJAM2018 in about 5 days. As a procedural walking simulator, gameplay is minimalist and focused on exploration and aesthetics : 2000 different islands can be generated, each with an unique combination of features (geometry, ambient sound, colors...). You can then look around and relax, take a few screenshots, reflect on the nature of reality, or generate another island until you find the perfect one for your taste !
Any question or feedback greatly appreciated ! I'd like to generate islands with an even greater variety, and add a bit of actual gameplay, but not sure about what the game needs.
That's it for now, enjoy the pixels !
Yep I agree, as it is the concept is pretty limited, just wanted to test an idea. I was thinking about changing the rules so that the active color is the solid one, instead of the two others. This would allow changing color while inside another color. But I never planned to push it further, not worth the time, as you said there arent many puzzles one can think of with this concept.
As for the color cycle, it's RGB (red then green then blue) as in the title :p
Thanks for the input !
Hey, thank you for your feedback !
I agree that some basic stuff is missing. For the controls, I used Unity's default first person controller and didnt even tweak it a bit. Could definitely be improved.
Same with the lack of respawn (permadeath), there should be like 3 checkpoints on this test level.
Glad you liked the concept and level design :)