Unpredictable Processes by Denatus
βThe computer have become unstable. As the process guardian it's your job to navigate trough the different processes and return the computer to working condition. Beware of erratic code that is unstable and will fail if you touch it. Reach the exit node to clear the cache and return the computer to a stable condition.
Ratings
| Overall | 495th | 2.9β | 27π§ββοΈ |
| Fun | 480th | 2.74β | 27π§ββοΈ |
| Innovation | 524th | 2.4β | 27π§ββοΈ |
| Theme | 321th | 3.44β | 27π§ββοΈ |
| Graphics | 386th | 3.16β | 27π§ββοΈ |
| Audio | 311th | 2.98β | 27π§ββοΈ |
| Humor | 380th | 2.238β | 23π§ββοΈ |
| Mood | 382th | 2.94β | 27π§ββοΈ |
| Given | 36π³οΈ | 31π¨οΈ |
@alice-02 thanks for the kind words. Yes, the controls needs some tweaking. The main problem is my IsGrounded() check which looks up the players Y velocity. The shape of the player model doesn't help either.
return playerRigidbody.velocity.y < 0.05f && playerRigidbody.velocity.y > -0.05f ? true : false;
@bflatinteractive thanks! I spent a bit to much polish on the shaders at the expense of a nice background and other polish. Had planed to have some "corruption" showing up from time to time that had to be cut. Music is quite basic but while learning Bosca Ceoil I tweaked different effects and distortion just fit the over all theme!
Controls feel awkward; perhaps because landing on the bottom edges of the capsule can result in getting stuck. Also, grounded acceleration feels a bit slow.
Seems like the default strategy on green platforms is to constantly jump to avoid decay. Would be interesting to see if other types of decay (touch once; decays over time but returns; linked platforms where as one decays the other appears) would lead to more varied level designs.
Some videos that might be informative in case you're interested in continuing to work on some platformer controls:
[Why Does Celeste Feel So Good to Play - Mark Brown](https://youtu.be/yorTG9at90g)
[Better Jumping in Unity With Four Lines of Code - Board to Bits Games](https://youtu.be/7KiK0Aqtmzc)
[Math for Game Programmers: Building a Better Jump - Kyle Pittman GDC](https://youtu.be/hG9SzQxaCm8)
Hope these comments are at least a little helpful.
I also liked the background effect and the overall atmosphere! The controls were unfortunately a little frustrating for later levels for me (as others already mentioned too).
Overall good job - I can definitely see the effort you put into this one!
@apples-mmmmmmmm Thanks for the links! I will definitely check them out and try and make my platforming better. I've changed some things already and that have made a huge difference: switched from capsule collider to box collider, added better code to see if the player is grounded, change the color of player character when it's grounded and can jump. My goal was to make interesting and "gotcha" levels of increasing difficulty. Too late I realized that I had played so much that I could breeze through most of it.
@freeworld Yeah, the materials are sharders made in Unity Shadergraph using the universal renderer. Download the unity package and see how they are made. Spent too much time on them but it was so fun!
During the play and rate period I received some important feedback. An improved version that solves some of the issues found in the compo version have been released on itch.io.
Version 1.1 change log
* Better detection if player is grounded.
* Visuals indicate if player can jump.
* Player can no longer partly land on an edge.
* Player is a bit faster and feels more nimble.
* Level is less bright and shiny.
* End of level animation improved.
* Game can be started with controller.
* Corruption spreads on failure.