Keep On Going by sirerr
Simple looping game. Using WASD and your mouse, you pick up the blocks and move them to the flames of the same color. You can restart by pressing the swirl.
Jump by pressing space and if you pick up the wrong cube, press "F" to delete it but remember, you only get one.
Stay in control by moving different ways.
Jump by pressing space and if you pick up the wrong cube, press "F" to delete it but remember, you only get one.
Stay in control by moving different ways.
| Windows | https://drive.google.com/file/d/0B-Gotv9F2ZMdMnEtS0VacXZTMmM/edit?usp=sharing |
| Original URL | https://ludumdare.com/compo/ludum-dare-30/?action=preview&uid=27587 |
It seems like some colliders are getting unintentionally parented to your player, and sometimes end up colliding with the player, pushing them sideways constantly (since they're parented, they try to keep the same position relative to their parent... but their parent's getting pushed away from them!). Putting the colliders on different layers and setting them to not collide in the physics matrix (edit -> project settings -> physics, untick to remove collision between two layers) can be used to fix that. An alternative is to use Physics.IgnoreCollision(playerControllerCollider, someOtherCollider) (found at: http://docs.unity3d.com/ScriptReference/Physics.IgnoreCollision.html)
I hope that didn't come across as condescending - my intent here is to be helpful :)