I love seeing 3d browser games! I'm not sure if I had a glitch though, the progress bars covered up my character. But since they were transparent I could still play. constructive feedback: it was a bit difficult to control with the camera angle being to the side like it was (this may have been a bug?) Overall great job though! Looks like some polish was done before submit!
@matt2728 my canvas scaler is set to constant pixel size. Thats why you see a huge health bar. if you go to fullscreen mode it should look ok. Thanks for the feedback.
Oh god, a 3D third-person camera platformer. Those are impossible. I got the hang of it after a bit, but the controls are a bit slidy, which make it even harder. It's just not a genre that I think works well.
3D platforms, my nemesis! This was really tricky to get a hang of at first, but was I got used to the 3d-ness it turned out to be quite fun. I think coyote time would help smooth the learning curve. Solid work on the sound and modeling :)
I know the game a bit hard but I think if it was easy the gameplay would be boring. I have not played Death Stranding yet. just watched some stream videos on youtube. @daniel-velitskiy I have no idea who the fuck is Norman Ridus:P @mlkvr teşekkürler.
This absolute nails, think I missed the first jump four times. Managed to get about ten jumps along one attempt though. The graphics are cool and audio works well. I would perhaps angle the camera a little more so you can judge the jumps a bit better - though I appreciate that's where the difficulty lies! Good game.
I think you should pay attention to: * Colliders. Maybe you can remove colliders from all props objects and the movement will be much more pleasant. * Stopping. When I release the button, the player continues walking. Stopping immediately (but smoothly) is very important for platform games. * Blob shadow for the player. I can't understand where I will land. Especially on a moving platform. You can add a blob shadow under a person which will be placed on platforms (by raycast) like this:
* Jump in the air. It feels like a jump in the last moment but actually is a jump in the air. You can add a timer and allow player jump after ~0.5s after he leaves a platform
I can't say anything about stats and narrative because I can't go further moving platforms. Maybe I can see it in the post-jam version if you will make it.
The collisions of the grass and other objects were fairly annoying and the camera angle was a little weird. It was hard to know where I was jumping. I liked the theme of keeping the baby alive though, but I'm not sure if it fits the platformer genre. The pickups felt very linear too. Graphics were nice and the level ramps up in difficulty which is good though!
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Nice graphics and music tho :)
The music and sound effects are well done though.
I think you should pay attention to:
* Colliders. Maybe you can remove colliders from all props objects and the movement will be much more pleasant.
* Stopping. When I release the button, the player continues walking. Stopping immediately (but smoothly) is very important for platform games.
* Blob shadow for the player. I can't understand where I will land. Especially on a moving platform. You can add a blob shadow under a person which will be placed on platforms (by raycast) like this:
* Jump in the air. It feels like a jump in the last moment but actually is a jump in the air. You can add a timer and allow player jump after ~0.5s after he leaves a platform
I can't say anything about stats and narrative because I can't go further moving platforms. Maybe I can see it in the post-jam version if you will make it.