Simple but effective gameplay, would have been nice to add some kind of physics to the movement to make it feel more "magnetic" :)
XRNZ
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Same here, already rated yours! If you have time, please do mine as well :) https://itch.io/jam/scorejam18/rate/1512235
here is mine, it is not broken and I hope it is related to the jam :D https://itch.io/jam/scorejam18/rate/1512235
congratulation on your first jam, i will go try your game!
I like the idea, visuals & sound.
Some gameplay issues though:
- you dont have to use the magnet to attract cargo, you can just move down toward cargo while pressing x, which is much faster & simpler; if the magnet was stronger, you could attract cargo from far away and it would be useful.
- cargo (for me) was only on the bottom, it would be more varied to have cargo anywhere.
Still enjoyed it, keep it up! :)
Nice UI, aesthetics & sound. The concept is good but although I got 2nd in the leaderboard, I felt that I was more due to luck than skills: the player has too much inertia to properly dodge so many obstacles, and once you get hit once you can barely see the ninja because half of it is out of the screen.
Ideas for improvement: ability to move lateraly in addition to vertically, hitting an obstacle makes you lose health instead of slowing, and tighter controls (more drag & magnet force). Then you can add bonus to increase health or increase the magnet force, and you get a full game :)
Solid concept, decent execution, and the aesthetics & sound fit the game well.
I did not like the jump, way too floaty and unresponsive. The level could benefit from better color-coding, instead of all orange.
Also, some feedback (sound, particles) whenever the player catches a gem would have been really nice addition, as well as higher rewards on the top track to incentivize going up.
Pretty good job overall!
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 !