sugarcanefarmer's Profile

Ranked #398

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A wave defense game I am making, similar to Terraria and Dark Souls. Build up defenses, fight bosses, and find cool new weapons to add to your arsenal.


Roasts
Level Design UI Graphics

Here's some notes I took while playing:

- When you export songs, set it to "Wrap remainder" in whatever program you made it in, the song looping is very obvious
- I like when you added "(Maybe should have been possible earlier)" when I got the roll-jump, personal touches like that are based
- song 2 is cool, good instruments
- at one point I hit escape to see if there was a menu, but it just closed the game. A confirmation to close would be nice
- I would add some coyote time to the jumps (make it so you can jump a few frames after walking off an edge, alot of games add this cause it feels good)
- Jumpdashing looks and feels awesome
- The two king bosses should drop bullets below them too maybe, it's a bit simple as is, having something else to dodge would be fun
- Trials of the Fly were difficult, but not too hard. Reminds me of Blighttown from Dark Souls 1, I was glad to escape
- Going back through areas can be just as hard, I like how some areas have two different challenges based on what way you are going
- Some music at the end game would have been nice, I thought you were doing an epic build up with the silence but there was nothing...

Overall I had a fun time, beat the whole thing

1 year ago
Animation Mechanics

I like the way the little frog guy walks around. Other than that, this really isn't a game, you can't even lose. Also why is it called sling? You should be able to sling the little guy around atleast.

1 year ago
Tutorial/Learning Curve Physics

I can very clearly tell this is a test project, if not a meme project. Regardless, if you want actual advice:

- Making every cube a GameObject is not what you should do here. Games like Minecraft or 7 Days have a different way of rendering all these cubes as one object, instead of having to render thousands at once. You can also do something called "Batching", although with the blocks being dynamic, I am unsure if that can work.
- REALLY simple fix, add a physics material with no friction to the player. I noticed I would get stuck on walls and randomly while walking. Adding a material with zero friction to the player will fix this issue
- Adding your own logo (even if it sucks) to the unity startup screen helps alot, even if the game is bad it will feel like twice as professional
- Default Unity skybox andy. Unity can let you make a quick custom one, or just make it a one-color skybox, making a non-default one will take like 10 minutes including looking up how to do it. Again, this is more about making the game seem like a finished product. Like, you see how many crap games get released nowadays, but people just buy them up? You could legit just release this as an empty field with the current mechanics, and I bet if it was polished enough people would buy in.

The original first Minecraft test atleast had caves, make some caves or blocks or something, right now there is no reason to play this.

1 year ago
Mechanics Level Design

Alright, here's some things I noted while playing:

- I like being able to spin around and shoot, it is enjoyable
- What engine is this made in? This feels like it would be in a 10,000 games in 1 pack. While I don't want to be that guy, I think your engine may be limiting you, mainly in the technical aspect. It feels incredibly dated, Windows XP type beat.
- Sound are nice, the "womp womp womp" when you lose is classic
- Zoom the play field out. It feels just a little too crammed in. If you give it more space to breathe, this also will let you expand your possibilities, as it almost feels like there are "too many enemies" on screen, when it really is just too zoomed in, the enemy count is fine
- Something that would be really hard to do, but would add a TON of replay-ability to the game is to add an upgrade system. Say; every 4,000 points you can pick an upgrade? Fire Rate, Turn Speed, maybe some armor, so you can take a hit or two? It doesn't have to be insane, but having some kind of progression would be really nice. Then just turn up the number of enemies for each upgrade, and make it progressively harder. This would be the first thing I would add, if you keep working on it for like a 1.1 update or something.

Overall fun, but feels dated and lacks progression. Nothing that can't be solved though!

1 year ago
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