For The Greater Good by Eddie Li
A fun puzzle platformer with a minimalistic art style where you can control multiple characters. Use your creativity to get past each level!
Warning: this game is quite challenging!
If you do beat it, try to beat the best time I got: 1 minute and 48 seconds (Warning: that is a nearly perfect speedrun I wasted an hour getting)!!
------RECENT BUG FIX------
Fixed glitch where players get stuck in a level after characters die
Fixed glitch where you cannot jump on a ledge
Fixed glitch on last level that makes it too easy
Walkthrough/Speedrun (For optimal mind blowing: do not watch):
https://www.youtube.com/watch?v=JfM0I27Zex0
Ratings
| Overall | 212th | 3.788⭐ | 68🧑⚖️ |
| Fun | 173th | 3.727⭐ | 68🧑⚖️ |
| Innovation | 235th | 3.561⭐ | 68🧑⚖️ |
| Theme | 100th | 4.136⭐ | 68🧑⚖️ |
| Graphics | 584th | 3.395⭐ | 59🧑⚖️ |
| Mood | 534th | 3.294⭐ | 65🧑⚖️ |
| Given | 49🗳️ | 58🗨️ |
The player does tends to refuse to jump while at an edge. Maybe it's not detecting the floor properly?
Great stuff nonetheless!
That last level ate up every ounce of patience.
But I made it! time 1906
I have to say this was super addictive and I loved the time stop mechanics.
Overall, great work.
Btw I got stuck in this level and I don't know how to proceed. If you want, you could make let's plays/walktroughs or just screenshots with hints, especially if you know the game is hard. It will help others play it to the end without getting stuck. Usually with professional game you don't need to do that because level design is (in theory) good enough to not require such things. But because it's a jam it's understandable that there are some details missed and strangers coming to play your game could get confused even when you think it's easy, because you made this game and others didn't.
I won't rate your game today since I played only two levels, but I like it for now, so I'll try again to beat this level tomorrow.
But it's a clever game for sure. Good puzzles, lots of promise. I like it!
It's damn fun and I'll have to give a try at completing it later.
@eddie-li Yeah, I meant W. Why were you limited like that? Unity lets you bind to any keys you like. I actually see this kind of game usually done with arrow keys for movement and Z and X for action buttons.
@theonethatneverwas @meenners @ale thanks for the feedback!
On a side note, does anyone know whether I'm allowed to fix a bug where all I have to do do is check off a public bool in unity? If you're wondering, I made the door a prefab with a public bool of locked not not, it should've been locked in the last level but forgot to check the bool. It makes the last level absurdly easy, it's actually much more difficult than it is, now I know why everyone is saying how the difficulty curve is wacked.

> Certain Bug Fixes are allowed. You can’t add new features, but if something broke or didn’t work correctly as you were finishing up, you can fix this after the deadline. You are asked to highlight the changes you make in your submission (a short change log). You probably wont get a 2nd chance with some players, but at least it wont be a problem for future players.
I experienced some bugs though, like swaping color as I wasn't pressing space... But it didn't prevent to finish the game :p
The before last was the smartest and the hardest :p
Congrats!
Well done!
The only drawback is the last level, I played it many many time, but it needed too much precission for me. Eventually I passed it!

The game I worked on used a similar player switching mechanic, so it's interesting to see how another game uses the same mechanic.
One problem I had was in trying to jump off the other players. I couldn't get the timing right and kept missing the jump.
:bug: I'm guessing this has to do with your changes to floor detection (I played on the newer WebGL version), but I found that occasionally the player could jump off of the walls, I was unable to reproduce it consistently, but I would guess that the floor detectors got moved to the edge of the character and for a frame the player is slightly clipped into the wall, and can jump as if they were on the ground.
:point_right: I had issues with jump timing when playing. I think the jump detection only tested immediately if the player was on the ground, so I would walk off of ledges a lot (trying to jump at the last second). This is probably a framerate bound issue too :( I feel like you are moving the player and then checking the jump also (occasionally I would hit A and W at the same time -- or close enough -- and would still end up walking off the edge). If you haven't seen it before, I'd recommend looking into "[Platform Ledge Forgiveness](http://kpulv.com/123/Platforming_Ledge_Forgiveness/)." ^_^
:star: Overall good job, and thank you for making this.
Loved the retro art style. Music was perfect. A bit more polish and I'd really enjoy playing this on my phone.