interesting way of moving the ship. I think that the fact you have to wait to go down is part fo the fun. You can't move to much or you will finish in the middle of the screen with not enough time to ajust your moves. The flame fx should be realtive to the level rather than the ship: it feels a bit a strange when you turn your ship and flame fx move too.
Re: Benjamin's comment on the particles -- if you select the particle system and change the "Simulation Space" setting from "Local" to "World," your particles will no longer follow you when you're turning. (Er, I'm assuming you're using Unity's "Shuriken" particle system there, of course.)
I liked the graphics a lot, and it was cool how the debris were 3D objects which rotated and had dynamic collision boxes. This idea fits the theme pretty well. It was challenging because there was no way to go backwards, but it was an interesting challenge. Good job!
Comments13
The flame fx should be realtive to the level rather than the ship: it feels a bit a strange when you turn your ship and flame fx move too.
You've got nicer-looking debris art, though.
Re: Benjamin's comment on the particles -- if you select the particle system and change the "Simulation Space" setting from "Local" to "World," your particles will no longer follow you when you're turning.
(Er, I'm assuming you're using Unity's "Shuriken" particle system there, of course.)
I wana see more object this in future).