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I don't think I have anything new to add that hasn't already been said. The controls were a bit weird, somehow stiff and floaty at the same time. I never find it comfortable (and I know for sure I'm not the only one) using up as jump. Well, at least I could use arrows for control and W for pseudo dedicated jump button. Didn't quite feel like skateboarding at all. More like just walking and jumping.

Anyways, mad props for pulling off a multiplayer of this scale and a short jam like this!

Thanks a lot for the feedback!

I don't know what to say about "Up" as a jump button. Before, I had set Space as the jump button, but changed it based on another comment. Each person has its own taste, I guess. Anyway, you can change the controls when you run the game in Windows.

Could always just add both as options. Space wasn't used for anything anyway. Good to know that you left them as configurable though. Many people just straight up ignore Unity's pretty decent input manager and just hard code the keys.

Yeah, the thing is that I didn't know how to map 3 keys to the same name (afaik, Unity allows 2), and didn't bother to look for options about that because I thought 2 options were enough. I've learned my lesson :)

By the way: Solmir (just below) took every geocache in the game and hid them quite away from the starting point. Because of that, you may have lost the gameplay of searching and finding caches. It's obvious that I need to think how to deal with this kind of scenarios, but, for now, I've left some extra caches in the world, just in case anyone (or you, again) takes a look now.

(+1)

Haha, you're quite right. Indeed I did not find any caches at all (besides my own ones). Pretty much just stashed my caches as high as I could get and then explored for quite a bit.

It's super easy to add more keys. Just duplicate the row and slap on some different keys there. As long as they have same names, GetButton/GetAxis etc will match them all.