MagiCave by SrRinio
You are inside in a infinite cave, go deeper to get resources, get stronger and beat the boss.



Note: If the WebGL version is too laggy, try the windows build.
Changelog
2021/05/02
v0.3: Bugfixes
Fixed character animation freezing.
Fixed an issue where all characters moves way faster on higher framerate.
Fixed a bug where character get stuck on block edge.
Changed the Character, fire orb and ground orb hitbox size to fit the model.
2021/04/28
v0.2:
- Added port to WebGL
v0.2: Bugfixes
Fixed a bug where the boss stay stuck at the ceil when the player goes down too fast.
Fixed a bug that make the boss kill itself with his own projectiles and reduced his health to match with the gameplay time of v0.1.
| Link | https://srrinio.itch.io/magi-cave |
| Link | https://srrinio.itch.io/magi-cave |
| Original URL | https://ldjam.com/events/ludum-dare/48/magicave |
Ratings
| Overall | 929th | 3.5⭐ | 27🧑⚖️ |
| Fun | 1140th | 3.2⭐ | 27🧑⚖️ |
| Innovation | 948th | 3.18⭐ | 27🧑⚖️ |
| Theme | 316th | 4.06⭐ | 27🧑⚖️ |
| Graphics | 267th | 4.26⭐ | 27🧑⚖️ |
| Humor | 1032th | 2.5⭐ | 25🧑⚖️ |
| Mood | 1272th | 3.229⭐ | 26🧑⚖️ |
| Given | 37🗳️ | 28🗨️ |
Trick seems to be to not panic toooo much and let the boss free the gems, would help if they fell I think as they are hard to jump for.
Other than that - great entry!
There shouldn't be anything inherently wrong with using Vector3.Lerp with deltaTime inside of Update(), assuming you're using it for translation. If you were using it to modify velocity you could maybe get inconsistent behavior depending on framerate. I generally just say screw it and do everything non cosmetic in FixedUpdate() using fixedDeltaTime. It might make it a bit less flexible performance-wise, but for indie games, I'd sooner avoid the grief of variable timesteps.
If you do put out a fixed version, I'd be interested to try it!
Very good job, I enjoyed playing it!
There are many details that generates a lot of frustration, though :
- As said many times, the bonus hitboxes are too small. We are always in a urge due to the boss. That's part of the game, ok, but this urge does not give you the time to calculate precisely your moves and jumps to grap a one-voxel sided bonus.
- The boss has no animation when it is hit. We are always wondering if our fireball did something useful or missed.
- The delay between pushing the shot button and the fireball effectively appearing is too long. This is what gave impression to many players that we have no complete control on the hero. You can add long cooldown after a fire if the gameplay needs it, but not before. Unless for specifically heavy weapons like Doom's BFG 9000.
- The yellow tiny light that is following us everywhere is annoying, and is continuously confused as a yellow bonus.
One last thing, that concerns only a few people, but it includes me : please, please, please, when you use WASD as keys, (or just AD), connect your game events to the KEYCODES, not the LETTERS. The French (and other foreign) keyboards do not have these keys at the same place ! It completely messes up the controls.