I really like the graphics here - the outline is an awesome effect! It's simple and straightforward but the time freezing is done just fine. Fun little experience.
Haha, well this certainly isn't a particularly deep game, but it's fairly well executed! I had fun with it.
Some criticism: -I got the impression that all of the objects were shattering in pre-defined ways. Obviously it would have been more work to make the shattering dynamic, but it would have been interesting if you were able to smash things multiple times to break them into successively tinier pieces. -There weren't any colliders on the pillars -There was nothing preventing the player from jumping outside the level and falling into the negative space -Enabling the time freeze cancels out any trajectories (i.e. if you shatter a pot then freeze and unfreeze, all the pieces fall straight down instead of continuing to fly outwards)
1)About smashing things: when you hit object, it destroys itself and spawns other objects, and new objects just have bigger colliders than they should, so they just collide and kind of push each other. So yes, since colliders are the same every time, shattering is not random. I'll try to fix it. 2) My bad, man, my bad 3) Ok, I'll fix it. 4) Man, that's nit cool. I do actually have a script that should save and apply velocity every time state changes. And let me tell you: it was actually working right (kind of). I even have a video of this script working! But, for some reason, it's broken now, and I haven't noticed it before it was too late.
Thank you for your criticism, that's what I've been waiting for ;)
An yea, about breaking pieces into pieces I want to make this feature, and it is actually done on chairs and table, but the thing is, it gets REEEALLY laggy when you have thousands of pieces flying around. I'll try to do something about it.
Comments23
(Overall: 4/5 stars)
My recommendation: Play while listening to metal. Great for relieving stress after work.
Would have loved to be able to work towards some sort of goal, but what you have implemented is great.
Well done! Thanks for sharing.
Some criticism:
-I got the impression that all of the objects were shattering in pre-defined ways. Obviously it would have been more work to make the shattering dynamic, but it would have been interesting if you were able to smash things multiple times to break them into successively tinier pieces.
-There weren't any colliders on the pillars
-There was nothing preventing the player from jumping outside the level and falling into the negative space
-Enabling the time freeze cancels out any trajectories (i.e. if you shatter a pot then freeze and unfreeze, all the pieces fall straight down instead of continuing to fly outwards)
Thank you, @Sean
1)About smashing things: when you hit object, it destroys itself and spawns other objects, and new objects just have bigger colliders than they should, so they just collide and kind of push each other. So yes, since colliders are the same every time, shattering is not random. I'll try to fix it.
2) My bad, man, my bad
3) Ok, I'll fix it.
4) Man, that's nit cool. I do actually have a script that should save and apply velocity every time state changes. And let me tell you: it was actually working right (kind of). I even have a video of this script working! But, for some reason, it's broken now, and I haven't noticed it before it was too late.
Thank you for your criticism, that's what I've been waiting for ;)
I want to make this feature, and it is actually done on chairs and table, but the thing is, it gets REEEALLY laggy when you have thousands of pieces flying around. I'll try to do something about it.
Well done!
And add a slow-mo too. Basically all the particles break in slow motion.