unimaginable-code-studios 2020-04-21 00:52
Hello, hope you like the game. It is simple but is fun to play. I am 11 years old and have always been into programming. Pictures might me distorted though.
Foon → Ludum Dare Explorer → LD46 → The Last Flower
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 1882 | 3.20 | 103 | |
| Fun | 1518 | 3.17 | 103 | |
| Innovation | 2166 | 2.74 | 102 | |
| Theme | 2209 | 3.02 | 102 |
Hello, hope you like the game. It is simple but is fun to play. I am 11 years old and have always been into programming. Pictures might me distorted though.
Thanks for doing a Mac version. Not perfect but good graphics and idea. You could add a button to go out of level if we don't reach the door.
Yes I know! Thanks for the reminder though. I was going to add that in another version later on.
Great game! Buttons though are too small, I sometimes get stuck on platforms, and no leave button. Overall pretty good!
Thanks for leaving comments
Nice game, but I think the jump should carry the player higher :P Also, there seems to be an issue with the character appearing grounded whenever he is in contact with the ground (even if under it, heheh, was hillarious).
I like the resemblance to Ghouls n' Ghosts; a knight throwing weapons and double jump! One of my all time favourites ^^
I really enjoyed the game actually. The graphic style is quite cool ! I like it ! :) Very good game for such a short amount of time
Thank you sooo much!!! Thanks for the errors too. Will try to fix it later.
Great fun, very impressive for your age as well. Keep at it youve clearly got a real talent for this
Hey this is super fun! The controls are smooth, and spamming the sword throwing to defeat waves of enemies was awesome.
I had to skip level 3 because it was really hard! I played through all the other levels though.
A really cool entry
Enjoyed it, the difficulty scaled pretty quickly which made it fun to pick it up! Keep on making :)
Thank you for the comments! They were greatly appreciated. 😜😝😛 It was nice that you liked my game. I was hoping that many people would like my game. Also thanks for the complement @daniel-whittaker!
Short and fun! Amazing that you are only 11 and already created this is unimaginable work ;) !! You will have a bright future my friend! Some criticisms tho, the movement felt really floaty sometime. You can try to adjust the gravity scale, and mass to make player jump more fluid. Also, in the last level, you can go backward and jump off the map :)
the movement felt really slippery. liked the graphics and the music. pretty good
@spyispie120 Thank you for the complement. Yes I do need to fix movement. Probably adding moving animation and messing with gravity and mass will fix it. Thx for the suggestions.
@spyispie120 Thank you for the complement. Yes I do need to fix movement. Probably adding moving animation and messing with gravity and mass will fix it. Thx for the suggestions.
Thank you so much @doritolord for the feedback and the suggestions
Hi, a very playable game (controls/camera). Art and music fit the game. Character a little too floaty. Great job.
Thank you. Yep I need to fix the movement.
A very solid platformer, with good level design and an actually fun, if simple combat mechanic. Throwing those knives is very satisfying =) I also quite enjoyed the selection of music and the clean vector-y art style.
As other have pointed out there could be some improvements on the controler and maybe as well concencrning the interaction with semisolids (if you jump into them, rather than onto them you are in a n odd stuck mode from which you can then jump up and onto them, so there is no harm done, but it feels a little janky).
It's also great to have young people participate in these kind of events and show of impressive entries like this one (if you had asked me at 11 how to develope a video game I would have had no idea how any of it works). Cheers!
Thanks a lot. Good luck you your game @radow. Yep, I seriously need to fix the movement.
Thanks for the complement about my age and skills. Quick question @radow. Did u finish all the levels or did u skip level 3??? Cause level 3 was hard.
This is a great first jam game! The difficulty progression was actually pretty good, even including that third level panic bit (I lost the first time but the second time I just clicked in their general area really fast) because it taught me how to handle large groups of enemies well, which is useful on later levels. Others have already commented on the movement, but I'll second the slippery comment. My first platformer game actually had a really similar feeling controller. I think faster acceleration and a lower top speed would help a lot, but that might mean you need to redesign some of the later levels a little. I liked the sword shooting mechanic a lot, but I think since the enemies can fly thru obstacles the fact that the swords get blocked by things doesn't feel very fair. If I stand right behind a platform and shoot at an enemy I can't hit it until its basically right on top of me when it flies through the thing that's blocking my attack. Seriously though, a great first jam and I look forward to seeing what you make next LD!
Thank you a lot @aevek for your feedback!!!! I greatly appreciate it. Thank you for the complements!! Good luck on your Ludum Dare game.
Congrats on your submission! I thought at first from the description this would be more of a defense game, but it actually played more like a platformer to me, especially with that intro to level 1 which reminded me of Sonic running over gaps. I appreciated your tutorial, it was very detailed and even mentioned some of the things that felt like bugs (getting stuck on the side of platforms). Keep it up!
Simple and effective combat. Great entry for a first jam so well done! I found this game fun to play and satisfying to shoot in! Things to improve: hitboxes for the ghosts sometimes didn't work (probably because the sword wasn't detected to be inside the enemy during a frame, might need to try raycasting), platform jumping felt a bit difficult. Nice job overall and it is certainly a good game by itself and a good start to something better!
Awesome game really enjoyed how challenging but rewarding it was. If the camera was moved down slightly so that I could see more of the level beneath me it would be quite useful. Having a cool-down on shooting the swords would also make it that bit more challenging and satisfying. Good luck in your future game jams!
I like the game. The graphics are nice. The music is OK. The movement could be a little better and the UI requires some work, specially things like the storyline are barely visible (always keep in mind that some people have conditions that prevents them from seeing the colors as you do).
Nice work!
Really cute graphics and I liked the sound effects too. Very nice vibe and overall atmosphere with a good concept! I did feel a little like it was a bit unnatural control-wise. Possibly the walking was too slippy and the jump a little too floaty but those are just things you can tweak until you're happy with them if you get the time! I did have an issue in level 2 where it wouldn't let me shoot my swords after I'd started moving which was not helpful in the level full of enemies :laughing: Overall, real cute game and so much potential here! Definitely continue to develop it post-jam! Well done!
I really like the art and the sound (also attacking was really satisfying). On a few of the levels it made it was hard to see where to go next because the camera was so far up and to the side, rather than centered on the player.
game is nice. It's hard to say something about you way of doing certain things. You should look at the physics a bit I think to make it feel a little better. And don't interrupt players progress by sending it back to menu to select a new level, instead load instantly new level to encourage player. And you should make texts as readable as possible like adding some little shadows to back of texts by using textmeshpro (it is better than standard text for most cases). On coding side, generally try to be portable and component based systems. It maybe good to look at fixedUpdate and Update too, I felt like you mixed them a bit. Overall, it's good in terms of mechanics. In addition to them, I think you can take time to look at some other engines too like Unreal, Godot or Cocos are among popular ones. You can choice among them by looking at programming language they are almost the same for most cases (well cocos is a little bit behind but can be usable). Knowing different game engines help better coding in my opinion.
Thank you for your feedback everyone. It was nice playing your games too! I will after looking at all the comments, make a list of things to fix and fix it later in an update. Thank you so much!! Good luck on your games everyone.
gj, mine game is the last plant lmao
Keep it up. Nice to see young spirits. Nice work!!
this is very good for an 11 year old. some of the collision is jank but it's a good start. i'd work on the camera and maybe adding a death animation. keep up the good work! i wish i started at your age.
As someone already said there are things that could be improved, but you made a great job! I like art and sound very much and the game is pleasant to play, simple and effective, congratulations!
Really cool game! For me it was a bit too difficult after the first few levels as the camera position was a little off but nice that you added a tutorial in there! An option to get straight to the next level would help make it a smoother experience for future developments of it. Overall the game was really fun to play, good job!
Good job on your first LDJAM! I hope that you keep making games and keep improving!
Nice game. The game pace seemed too slow (maybe something wrong with my browser?) and the jump also was unlimited. Still I think this is stuff you can probably fix easy. Good Job!
Thanks for the comments and feedback everyone, it was greatly appreciated! I was making a list of things I need to improve on. Working on the updates.
Ran into a few of the same issues as mentioned above, however realized I was still playing after 10 minutes. I was determined to beat the last level. A lot of different items went into this game, well done.
@unimaginable-code-studios great job :) I got stuck in an infinite death loop at the start of level 3 (damn flying octopuses!), a pause menu to exit to main menu would be a great addition later (no worries though, not many games had that!). Really interesting 2d action game honestly... I love the sword chucking with zero gravity :) In the time frame and with the limitations, you did a fantastic job overall. Next stage would be work on some player feedback for damage/death and maybe some running animation for the hero. The platforms behave a bit strange too, maybe by design though :)
+ I like the graphics and the music - the sound effects were a bit too loud, and the movement mid-air felt a bit sluggish, which is weird for a jump
good job on finishing the game!
Alright, finished all levels!
Let's get the critisicms out of the way first: - The Jump seems way to floaty for me. The character also doesn't jump as high as I'm used to from other many games. I recommend trying higher gravity and higher jumping impulse force. - Why do the portals auto-destroy themselves? The best strategy sometimes seemed to just camp and kill enemies until all portals destroyed themelves. - In the third level, maybe the ghosts would've been better behind you? It seems impossible not to get killed unless you already press the running button when the level loads. It's not very good style to have a place where you will 100% of the time get killed when you first encounter it. But I guess the fast restart fixes that a bit. - Some of the collisions (especially for the sword) seem off. I sometimes have trouble shooting down ghosts that I am *sure* I hit, but they don't die.
Some details that I really liked: - How the first level teaches you that, despite your small jumps, you can climb up multiple platforms by jumping through them by pressing Space multiple times. - I liked how you shook it up a bit with the third level, where it's better to run than to stay and fight! - ...and then in the fourth level, when it was more about hazards and jumping than beating enemies. Nice variety. - I love that it's not about saving a princess or a kingdom, but a flower of all things. It's pretty cute. - The black enemies huddling on each other in some areas.
The graphics and the audio are well chosen, and the levels are interesting. And you are really 11? My games *sucked* when I was your age. I'm looking forward to see what you'll do in the future. I'm sure it'll be great!
Very Nice it is very good.
Last level was super hard but very fun!
I think maybe the player controller could be improved by raising the gravity, the player feels a bit light right now.
Other than that, very good job! Well done!
Hey. Cool little platformer. It was quite challenging to aim while moving, especially since the jumping seems different at different levels? My main gripe was the camera - if I'm climbing it is impossible to look "below" and thus sometimes I don't know where I'm jumping. Maybe make the camera slightly more in the middle, vertically speaking? There's a really good video about how Super Mario implements camera movement btw, look it up.
The various levels introduced different things, which was cool. I tried different tactics, like camping or just going for it at top speed, and both worked on some levels. The last one was HARD but mainly because of the limited vision and also because the monsters' hit boxes are quite small (and your sword gets blocked by the platforms).
One final thing, I found the "press jump constantly to jump through platform" not so great - better to add a bit of height in the jump or design the levels differently so you can jump from one to another.
cheers
Fun. the player moves a little too fast
Brilliant work for a first LD at 11! Nice. I loved the sword throwing, it was very satisfying to blast enemies. Collision detection needs work and I found the controls a little tricky - but this is probably because I am way more than 11 haha.
Excellent to be 11 years old, if it's your first LD ,Pixelart great and music good, nice job!!
This is so much more polished than the games I was making when I was 11. Great job!
Thank you so much everybody! One of the major complaints I have is the camera. Thank you for giving the feedback! It was greatly appreciated.
Good job for the first game! The controls felt a bit slippery (I was surprised how fast I was moving), and I think the jumping mechanics could use improvement. The sword throwing mechanic was solid and I did enjoy killing enemies. Well done!
The control is little bit off but overall the game is fun. Good entry
Great game! The graphics and audio are very nice, but I don't really see how this fits in with the theme at all. Also, there seems to be something wrong with your game loop as when the performance drops the game slows down a lot, but when it's normal it speeds up. This can probably be fixed by using a timestep.
Nice work! This is a really good entry, the game looked great and the satisfaction of completing a level was really good. A little work needed on the controls, especially the jump as this is so important to the gameplay.
If you are looking for a community dedicated to unity game development then check out GameDevHQ, it has some great assets (as well as a discord channel with lots and lots of people helping each other dev games).
This is amazing for a first entry! Keep going :)
A very well done platformer! The graphics look nice and clean, music and sound effects are pretty good.
I see that most of bugs and quirks have already been pointed out, and you have a plan to fix them. I'll add another one: in level 4 the rotating spikes are either a little bit too high or have too big colliders. It's really easy to touch them while standing on a theoretically safe platform. Not sure if that was a conscious decision or an accident, but I guess it could use some fine-tuning.
Overeall it's a really great game, especially for a first-time entry. I enjoyed playing it. :)
This is very good starting, sir! Low poly graphics adapted to 2D platformer looks good and pretty. I think music is not quite consistent with overall game art style but it's cool if it was written during Game Jam by you.
Very clever and nice solution to allow the player pick the level. This allows to check out level design and see more game situations.
shot_138.png
Sometimes the character falls through platforms and gets stuck in them, something wrong in collision detections I guess.
Keep it up!
The chosen graphics is pleasant to look at, if simple. And the concept is quite nice as well. Difficulty curves well and it is very nice to be able to chose level to play.
You chose your color of the font poorly though. It really should be something dark on your light gray buttons. Right now it's very poorly readable (text on the buttons should also be somewhat bigger, by the way). And in the tutorial it's invisible on the background of a cloud - you have to jump around to be able to reed the tutorial text.
It is still buggy at places and could use some polish. The character gets stuck on the platform sometimes and placement of some spikes seems strange.
Also, would be good if you actually introduced to the player this last flower we are supposedly protecting. You write that in your description but there is nothing about that in the game. So, while playing the game itself, the theme of this Ludum Dare is not really visible at all.
Thank you for the feedback everyone. I will look at your complaints/things I can improve on and try to fix them. Also, @fabula-rasa, thank you for the heads up on the font color. Also, you said that "Also, would be good if you actually introduced to the player this last flower we are supposedly protecting". Well, There was a button on the main menu called storyline. It says a little about who you are in the game.
@unimaginable-code-studios Yes, I saw the button and read the storyline. I meant a bit more of a visual introduction - show me what I am fighting for :)
Oh is see @fabula-rasa! Now I see what you mean!
Good game, the visuals are really nice, although I think you should include more feedback in the game, by having a death animation, walking animation, and add sounds for when you hit an enemy. I found the particles that appear when you kill an enemy to be a little out of place because they're blurry, and the camera didn't show much of what was below me which lead to a lot of deaths in level 6.
The movement, although simple, is really nice because it lets you glide through the air really fast. You should design levels around this though or make them longer because the levels themselves are a bit short. Overall, a good first Ludum Dare entry!
Edit: also I agree with @fabula-rasa that the theme wasn't very clear. I think a good idea would be to add an ememy that takes away the flower you're carrying and you have to chase him for it back.
Cute and well-made game, quite impressive for being 11 years old. At that age all I made was a text adventure. :-)
As others have mentioned, the UI was super super small for me (perhaps because I am on a dense monitor). Also, the platforming felt a bit slidey and unpredictable (I wasn't sure exactly why he would go at certain heights or not) which caused me to die a few times.
Keep it up! I started making video games at 11 and now I'm 34 and have been doing it professionally for 12 years. If you don't stop you'll just get better and better.
Thank you @eli-delventhal for the advice, feedback, and encouragement. It was greatly appreciated!
@catalystl i got to admit but I am trash at animation but ya, I have to try. I think I can do it Though. I had tried to do a walking animation on my previous game but the movement broke after I added the animation. Thank you for your feedback and advice. It was greatly appreciated! 🙂
hypnotic knife spiralssssssssssssssss
Hello there @pee-thief
I was watching your stream @pee-thief. Hope you liked my game. Thank you!
Great game, is super fun!
I used to make games like this when I was your age, this is cool! Keep at it! I stopped for years and almost had to start from scratch. You have a future in games if you pursue it :)
The music is great and I like the shooting mechanics. It's very cool for your age and it's the best way to find joy in programming in my opinion. Keep it up!
Oh man, how gosh darn cute is the knight carrying the flower?! Great start dude, good luck going forward on your game development journey! Keep it up, it's worth it, I promise! :)
I played all of the levels, but couldn't beat the last one! So hard. Here are a few things I noticed when playing:
:spy: - The jumping was a little difficult to control - The collision box of the monsters, specially ghosts, are too small. It makes a bit tricky and unintuitive to kill them. - As mentioned above, the camera made it hard to go to higher grounds: part of the reason I gave up on the last level was because I kept landing on obstacles that killed me - all because I couldn't aim my fall because of the lack of sight - This is just a detail, but the particles had a foggy outline that didn't quite match with the overall game style with well defined borders - As also mentioned above, I missed visual feedback for things like dying - The UI looks very small, the contrast isn't comfortable for the eyes - The text in the tutorial and storyline could've been either a) inside a box or b) broken down into smaller chunks. That's because the blocks of text were too large and, again, the yellow of the text didn't give it enough contrast, making it uncomfortable to read
:thumbsup: :smile: :sparkles: - I really liked that in the tutorial area you can test the controls - I actually love that you have a tutorial at all... I think it rly makes a difference! - You made whole 6 levels that have variation and kind of escalate in difficulty - The concept of a knight saving a flower is just so freaking cute - The choice of the art was super on point - Really incredible and astounishing that you made this while being only 11! Really amazing work. Keep up with it, would love to see more of your work in the next jams!
Congratulations on your first game :D Quite impressive for a first game actually. Great idea to add a tutorial level and to separate your levels so we can skip one if blocked. Your game is cute, good choice of assets, the art style is great. If I could give you a suggestion, the player, enemies and items colors could maybe be a little bit more contrasted so it would be easier to distinguish them from the background. The music choice is nice :) A solid entry. Congrats again for your first LD :)
The last level was not easy, but I managed to win haha :P Keep making games and participating in game jam, you are talented !
w6.PNG
cool game! you have a future in game developing!
This game is really fun and has some very advanced mechanics for a first game! You did an awesome job! :smile_cat:
hahaha your game is more difficult than mine.
I liked the game, however you should add extra lives to the character and maybe fewer random enemies. It would also have served to add enemies in waves.
Great work for your first Ludum Dare!
I'm in awe. I love you. I would bow before you if I ever saw you.
I'm gonna be harsh here but don't take it personally:
- Adding a tutorial was a nice thought but I found it useless. The text was incredibly difficult to read against the background and the room that housed it served no more purpose than to include the text. You may as well have just made a page with text on it.
- The spelling/grammatical errors were pretty glaring but I won't knock you too much on that since it didn't really have much of an impact on gameplay.
- The particle effects are... obnoxious, at best. Good on you for knowing to include some sort of visual feedback for an enemy death, but the particles are big, clash against the style of your game, and all in all detract from it.
- Each level where you suddenly get swarmed by enemies out of nowhere is a little ridiculous. There's very little you can do about them without first dying ten times to figure out you just have to spam knives at them. And the fact that they just appear out of thin air during the level is also just ridiculous. There's no warning and an enemy has spawned on top of me!
- Plenty of people have already said something about this but the platforming engine is very poorly executed and it makes the game much more difficult to play. I frequently get stuck inside platforms jumping over and over again to try and get over them.
- The movement of the player is pretty uncontrollable and it makes it very difficult to try and dodge enemies and navigate levels. It often felt like I had no other choice than to let myself die because I couldn't jump high enough.
Your game was just... bad all around. The level design wasn't terrible, though, besides the random spawning enemies. Don't let this discourage you, though; keep working at it!
Your game is pretty cool! This is also my first jam and I'm 13. Your game was fun, but I found the movement kind of clunky and the jump height wasn't always consistent. Other than that it was awesome! Keep up the hard work!
I didn't like the controls at all at this game.
did not find anything new or interesting.
I like the visuals but they don't make a lot of sense. they need a unified atmosphere. gun blazing enemies with knives didn't help either.
good thing you kept your scope in check. great for a first game jam. its really hard to finish anything in a jam. so good job on that one!
Talvez seria interessante adicionar a morte do personagem caso ele caia a partir de determinada altura em relação ao eixo y, para ele não ficar caindo eternamente assim.
Eu ainda estou jogando.
Perhaps it would be interesting to add the character's death if he falls from a certain height in relation to the y-axis, so that he doesn't keep falling like that forever.
I'm still playing.
Bug1.png
Finalmente concluí todos os estágios.
I finally completed all levels.
End.png
Análise...
1 - Mecânicas, Aprendizado e Fluxo: O jogo parte do pressuposto que você é um tipo de guerreiro gentil, que se dispõe a salvar a última flor. Primeiramente, parabéns por ter conseguido concluir seu jogo e por ter pedido dicas em relação à programação e à produção de jogos. Sobre a primeira imagem que eu coloquei, quero ressaltar que é possível colocar em código que a partir de determinada altura (caindo) é possível definir que o personagem morrerá (evitando o bug mais estranho que eu notei). Ao adicionar força ao personagem, seria interessante implementar uma variável que verifica se ele já pulou antes, isso impedirá de dar múltiplos pulos e de sair voando muito alto por apertar várias vezes para pular. Isso tudo desemboca em uma nova complicação de programar o pulo, mas é algo que passará a funcionar melhor/adequadamente. A câmera ser muito baixa na cena, acaba não combinando com atirar espadas, pois ao mirar para baixo, a gente pode acabar saindo da tela de jogo (se for no navegador). Aprender a jogar não foi muito difícil, mas há mecânicas que precisam ser polidas, pois deixa o jogo um pouco difícil (não de uma forma confortável). O fluxo de jogo precisa de algum balanceamento, em alguns estágios você praticamente começa destinado a morrer (quase não passei daquele estágio que exige que a gente saia correndo. De qualquer forma, novamente, parabéns. Ainda é um jogo com começo, meio e fim. Com diversos estágios. Com condições de vitória e derrota muito claras.
2 - Gráficos, Áudio e Narrativa: Vi que optou por não ser avaliado pela arte gráfica e pelo áudio, suponho que não sejam autorais. Então não há muito o que falar sobre a qualidade deles. Sobre a arte gráfica, diria que (em caso de continuidade do projeto) poderia fazer menus mais bonitos com a cara do jogo. A música, em termos de programação, pode ser melhor colocada, para ambientar de forma mais confortável, mexendo apenas no volume, em vez de recomeçar sempre a cada vez que se joga. Os efeitos sonoros estão com o volume um pouco alto no meu ponto de vista (acabam tomando um pouco o espaço da trilha sonora e se tornando repetitivos). Outra dica é fazer vários efeitos para a mesma ocorrência. No final das contas, terá de sortear entre os efeitos existentes a cada vez (por exemplo ter cinco diferentes barulhos de queda, para quando tocar o chão).
3 - Cultura: O jogo é um plataforma, com desafio a nível de projeto de nível e confronto de unidades inimigas. A ação parece ser o forte do jogo. Creio que valha a pena investir em diferentes inteligências para novas unidades inimigas (em caso de continuidade do projeto).
4 - Monetização: Creio que o jogo tenha muito caminho pela frente antes de pensar em monetização, entretanto, uma versão polida e estendida do jogo, com as devidas correções e arte autoral, poderia vender em stores como itch.io.
Analysis...
1 - Mechanics, Learning and Flow: The game assumes that you are a kind of gentle warrior, willing to save the last flower. First of all, congratulations on being able to complete your game and for asking for tips regarding programming and game production. About the first image that I put, I want to emphasize that it is possible to put in code that after a certain height (falling) it is possible to define that the character will die (avoiding the strangest bug that I noticed). When adding strength to the character, it would be interesting to implement a variable that checks if he has jumped before, this will prevent him from making multiple jumps and flying too high by pressing several times to jump. This all leads to a new complication of programming the jump, but it is something that will work better / properly. The camera is very low in the scene, it doesn’t match shooting swords, because when aiming downwards, we can end up leaving the game screen (if it is in the browser). Learning to play was not very difficult, but there are mechanics that need to be polished, as it makes the game a little difficult (not in a comfortable way). The game flow needs some balancing, in some stages you practically start destined to die (I barely got past that stage that requires us to run away. Anyway, again, congratulations. It is still a game with a beginning, middle and end. With several stages. With very clear victory and defeat conditions.
2 - Graphics, Audio and Narrative: I saw that you chose not to be evaluated by graphic art and audio, I suppose they are not copyrighted. So there is not much to talk about their quality. About graphic art, I would say that (in case of continuity of the project) I could make more beautiful menus with the game's face. The music, in terms of programming, can be better placed, to acclimatize more comfortably, changing only the volume, instead of always starting again each time you play. The sound effects are a little loud in my point of view (they end up taking up a bit of the soundtrack space and becoming repetitive). Another tip is to do several effects for the same occurrence. At the end of the day, you will have to draw among the existing effects each time (for example, having five different falling noises, for when you touch the floor).
3 - Culture: The game is a platform, with level design challenge and confrontation of enemy units. The action seems to be the forte of the game. I believe that it is worth investing in different intelligences for new enemy units (in case of project continuity).
4 - Monetization: I believe that the game has a long way to go before thinking about monetization, however, a polished and extended version of the game, with due corrections and authorial art, could sell in stores like itch.io.
Nice game but could use some adjustments with enemy spawning and jump height on the second level, I found that part too hard for me. Enemy spawning felt kind of random and too much came at me all at once. Also, noticed some acceleration on the character movement, it made it hard to control him sometimes.
This is the most polished "early teens game" (game made by 11-13 years old) on the event. It has good story, okay level design, it works pretty well for that kind of game. The big problem here are platform colliders, in which you can stuck. Pro Tip: use "Platform Affector" on your platform to make "transparent" when you jump from below and solid on the top. Great job for your age.
Thank you @bredian! I could really use that tip thank you soo much.
Also thanks for everyone else for the feedback. Thank you for your support!
Great job!! Keep up the good work. You have great potential :smile:
Nice game! I like the difficulty progression between levels. It gets intense pretty fast. I started unity when I was 11, but my art was definitely not up to the standard that yours is. Two years later and its not much better lol. Good job!
Hey thank you @convg and @midnightmist! Your feed back was appreciated! @convg, you said that when u started, your art was not good as mine. Well, I have a great sense of artistic design but am not very good at making the art. Explicitly digital art. So the graphics are from a low-poly asset pack for free. I did not make the art for this game.
@unimaginable-code-studios Well, at least I'm not as bad as I thought i was :)
@convg i bet u are not that bad! I bet I am worse!
@unimaginable-code-studios Nice result dude!
Thanks, your result was good too @convg
thanks :)