Simple but effective gameplay, would have been nice to add some kind of physics to the movement to make it feel more "magnetic" :)
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Thanks for the feedback! Agreed for the menu, I will add one in the future. Regarding the colors & theme, in my opinion magnetism is more about attraction & repulsion than it is about colors, so I chose colors that were easier to read :)
Nice concept, but very hard to play. Would be better if we could move the magnet without activating it. Sometime I would also put a car in the correct lane, but then the correct lane changes and I cannot do anything about it :D
Very nice visuals, sound, juice. Wall jump is weird, in the end I just spammed it close to walls after trying different techniques. The mix of twin stick shooter + jump is a bit hard to control, I would have liked to use arrows + spacebar but then you cannot use the mouse :D
Very nice work, loved the art & goofy atmosphere! It would be good to add the "spacebar to enter shop" instruction somewhere, I could not see it and had to test different keys in my second game. I had to read the comments to know there was upgrades to buy :D
Nice neon look, quite polished overall! but gameplay is strange, aside from trying to dodge everything and grab some yellow bonuses I was not sure what to do.
The blackhole effect around you is interesting :)
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! :)
Very juicy, aesthetics & sound are perfect. But I think gameplay is a little too simple once you figure out the controls, just stand on the middle and spam click in the direction of slimes, does not really use the magnet mechanic, more like a regular gun.
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!
sorry, there is none. With hindsight, we probably would have added english subtitles. As long as you understand the controls you should be able to finish the game. If you have any question feel free to ask !
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
Really good concept ! However I had a hard time executing the platforming moves, as the jump often fails to trigger when I press the key. I suspect you are catching the input in FixedUpdate(), which causes input loss. If you need help i can help you figure it out !
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 !