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Not A Bot

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A member registered Jan 27, 2018 · View creator page →

Creator of

Recent community posts

Thanks for playing! It might have been easier if you read the instructions and figured out that those blue things gave you more time though.

Cool, thanks for playing!

Well done to everyone who submitted and good luck with rating!

Cool, very hard but cool. Also I think that the teleporting thingy from side to side when you hit the edge of the walls is too far in. Maybe make it closer to the edge?

haha yeah in the file I can't find any application or anything within

Um.. I can't find the file for the game, I don't know whether this is some sort of elaborate prank or something

Just a tip, don't compress as a .rar That way only people with winrar can extract it. Using winrar you can make it a .zip which everyone can open

Shame I couldn't rate it, my PC is too bad to run it... :(

Um... Whenever you meet the girl the game just ends

oh ok fair enough

I'm not sure what it was, windows will however put whatever it is straight into quarantine as it can easily be detected, your compute is safe don't worry.

Anyone who downloaded the exe version please delete it from your computer immediately. The rating I got was because the file deleted itself and my computer detected trojan within. Dowload this new zip instead which you will have to extract but will be safer for your computer.

So.... there's another day for entries... why? I rushed yesterday to get stuff finished and spent an hour debugging. 

oh right ok

Ok so it's a good game idea but I can tell you're new to gave dev so here is some constructive criticism:

  • I noticed that the player can rotate, in the player's rigidbody2D component (assuming you're using Unity which I think you are based on the buttons) you can go to constraints and check freeze rotation.
  • after you stop moving you keep gliding for a bit. This can be checked with this code

if(Input.GetAxisRaw("Horizontal") == 0) {

               GetComponent<Rigidbody2D>().velocity = new Vector2(0, GetComponent<Rigidbody2D>().velocity.y);

}

  • I like the fact that the music changes but it doesn't continue into the win screen. Make a piece of code in the script for the audio controller with this separate to the already existing voids:

public void Awake()     {

        if (instance == null)             instance = this;         else         {             Destroy(gameObject);             return;         }

        DontDestroyOnLoad(gameObject);

    }

  • The movement is a bit strange as you move whenever you push a key. Here is some free code that will make the movement a lot better:

public float moveSpeed;

public float jumpHeight;

public GameObject groundCheck;

public LayerMask whatIsGround;

public float groundCheckRadius = 0.2f;

private bool isGrounded;

private Rigidbody2D myRB;

void Start() {

myRB = GetComponent<Rigidbody2D>();

}

void Update() {

            isGrounded = Physics2D.OverlapCircle(groundCheck.transform.position, groundCheckRadius, whatIsGround);

            if (Input.GetAxisRaw("Horizontal") > 0.1)             {                 myRigidbody.velocity = new Vector2(moveSpeed, myRigidbody.velocity.y);                 myRigidbody.transform.localScale = new Vector2(1, 1);                 moving = true;             }             else if (Input.GetAxisRaw("Horizontal") < -0.1)             {                 myRigidbody.velocity = new Vector2(-moveSpeed, myRigidbody.velocity.y);                 myRigidbody.transform.localScale = new Vector2(-1, 1);                 moving = true;             }             else             {                 myRigidbody.velocity = new Vector2(0, myRigidbody.velocity.y);                 moving = false;             }

            if (Input.GetKeyDown(KeyCode.UpArrow) && isGrounded)             {                 myRigidbody.velocity = new Vector2(myRigidbody.velocity.x, jumpHeight);             }

           // the groundCheck should be a game object slightly underneath the player. The whatIsGround should be the layer the ground is on.

}

  • Finally I'm not sure how this fits with the theme of mood change

I'm not trying to be rude I'm just trying to give you some advice for the future. Hope you do well in the ratings!

Ok so it's a good game idea but I can tell you're new to gave dev so here is some constructive criticism:

  • I noticed that the player can rotate, in the player's rigidbody2D component (assuming you're using Unity which I think you are based on the buttons) you can go to constraints and check freeze rotation.
  • after you stop moving you keep gliding for a bit. This can be checked with this code

if(Input.GetAxisRaw("Horizontal") == 0) {

               GetComponent<Rigidbody2D>().velocity = new Vector2(0, GetComponent<Rigidbody2D>().velocity.y);

}

  • I like the fact that the music changes but it doesn't continue into the win screen. Make a piece of code in the script for the audio controller with this separate to the already existing voids:

public void Awake()
    {

        if (instance == null)
            instance = this;
        else
        {
            Destroy(gameObject);
            return;
        }

        DontDestroyOnLoad(gameObject);

    }

  • The movement is a bit strange as you move whenever you push a key. Here is some free code that will make the movement a lot better:

public float moveSpeed;

public float jumpHeight;

public GameObject groundCheck;

public LayerMask whatIsGround;

public float groundCheckRadius = 0.2f;

private bool isGrounded;

private Rigidbody2D myRB;

void Start() {

myRB = GetComponent<Rigidbody2D>();

}

void Update() {

            isGrounded = Physics2D.OverlapCircle(groundCheck.transform.position, groundCheckRadius, whatIsGround);

            if (Input.GetAxisRaw("Horizontal") > 0.1)
            {
                myRigidbody.velocity = new Vector2(moveSpeed, myRigidbody.velocity.y);
                myRigidbody.transform.localScale = new Vector2(1, 1);
                moving = true;
            }
            else if (Input.GetAxisRaw("Horizontal") < -0.1)
            {
                myRigidbody.velocity = new Vector2(-moveSpeed, myRigidbody.velocity.y);
                myRigidbody.transform.localScale = new Vector2(-1, 1);
                moving = true;
            }
            else
            {
                myRigidbody.velocity = new Vector2(0, myRigidbody.velocity.y);
                moving = false;
            }

            if (Input.GetKeyDown(KeyCode.UpArrow) && isGrounded)
            {
                myRigidbody.velocity = new Vector2(myRigidbody.velocity.x, jumpHeight);
            }

           // the groundCheck should be a game object slightly underneath the player. The whatIsGround should be the layer the ground is on.

}

  • Finally I'm not sure how this fits with the theme of mood change

I'm not trying to be rude I'm just trying to give you some advice for the future. Hope you do well in the ratings!

Good game and the art and music is amazing. The jumping is really weird though. and moving tends to get out of control. Also it's really hard.

Love it.. a bit hard.. but love it. What engine did you use?

Thanks for the feedback and advice! This was my (Not a bot) first game jam and first finished game so I understand I could have improved in a lot of areas. I'll be sure to show Nyarlathonic what you've said.

Is this just for personal projects, or can we use it commercially?