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Feedback comments for LD41
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| Timestamp | Since previous | Game | Snowdrama's comment | |
|---|---|---|---|---|
| Apr 25 00:36:14 | CarNivore | ♥ 1 | Not a bad game, Besides the obvious like sounds/music I'd definitely have more of a clear objective. I didn't even know about the upgrades until I read about it in the comments, so it might be worth having a screen between the Title and the game explaining the objective. It would be nice to have a pointer that always points back to the nest so you can find it Beyond that, I think this game would greatly benefit from zooming the camera out based on player speed. Like Sonic The Hedgehog, a major complaint was that because you were going so fast, you couldn't see what was ahead of you and would hit obstacles. This was helped in later games(Sonic Mania) by moving the camera so it was easier to spot obstacles coming, In this same kind of effort, it would help if as I got faster I could see more of the level so have a better Idea of where I was going. Either with a manual camera zoom or an automatic one like this: ``` //Here's an example of how I'd do a camera zoom based on speed float defaultOrthoSize = 5; float orthoMaxIncrease = 10;//defaultOrthoSize + orthoMaxIncrease is the max zoom float forwardVelocity = 0;//This is the current velocity float maxForwardVelocity = 10;//This is the max velocity float targetOrthoSize = 0;//this is added to the defaultOrthoSize, should be a range from 0 to orthoMaxIncrease //This is used to scale the speed at which the camera zooms //don't make this too high or crashing into a wall will make the camera zoom in super fast. //Basically at a speed of 1, when crashing into a wall and going from max Velocity to 0 //The camera will take 1 second to zoom back to defaultOrthoSize //Making this 2 would make it take 0.5 seconds //And making this 0.5f would make it take 2 seconds. float zoomSpeed = 1; void Update(){ // Some logic that updates the forwardVelocity would go here //how close to max speed are they going? //Clamped so that we don't over zoom float percentageOfMaxSpeed = Mathf.Clamp((forwardVelocity/maxForwardVelocity),0,1); //Determine how much over defaultOrthoSize we're zooming out based on the percentOfMaxSpeed targetOrthoSize = defaultOrthoSize + (percentageOfMaxSpeed*orthoMaxIncrease); //Smoothly scale the zoom to match the target scale. Camera.main.orthographicSize = Mathf.MoveTowards(Camera.main.orthographicSize, targetOrthoSize, zoomSpeed * Time.deltaTime); } //In theory this works but try it out and see how it feels. ``` Hopefully this helps! | |
| Apr 25 00:37:11 | 57s | Turn the Fight | ♥ 2 | I could not for the life of me play without a controller, WASD really messes with me because I don't think of W as W but as "Up". With a controller it was fine though. |