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A jam submission

Runaway Alien!!!View game page

A lone alien trying to escape from it's prison
Submitted by LazyJohnnyIG5 — 2 hours, 20 minutes before the deadline
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Runaway Alien!!!'s itch.io page

Results

CriteriaRankScore*Raw Score
Best designed#53.6673.667
Overall Rating#123.3333.333
Overall#173.0833.083
Most creative#202.6672.667
Most fun#212.6672.667

Ranked from 3 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted

Interesting game. I had a few difficulties playing it due to the turning mechanics. Considering there's quite a bit of platforming in this game, it's vital the character can turn properly and reorient in tight spaces. This is probably a pivot point/transform offset issue. If your player is a prefab, you  might what to check your player (parent object + any children) are all set the transform to (0, 0, 0) inside the prefab. It could also be a center of mass issue. If you have rigidbody-based movement, unity calculates center of mass based on colliders. If you have multiple colliders on your player (like for sensor detection), the rigidbody could be trying to rotate around the weighted center of all those shapes combined. It also might be a code issue. If you used transform.RotateAround() with a target point offset from the player's center, it would cause the character to travel in that arching turn.

The player also seemed to vibrate when moving along the ground. In the past, I've found that if the player's position is being updated in FixedUpdate but the camera is following in Update, it can cause a jittery look because the camera is trying to find a player position that hasn't been calculated yet. But I didn't notice the jittering while jumping, so it may be a floor snag issue with the physics engine. Or if you're using a character controller and you have some slightly buggy ground check logic, it could cause a grounded/not grounded flickering. You also mentioned having problems with a floating character. If you have some 'stick to ground' code running every frame while the player's on the ground, it might be fighting the rigidbody's physics or jump arc. If you add a physics material to your player with friction set to 0, and the jittering stops, then it's a friction snagging issue. Otherwise it might be code related.

But I really like your textures, level design, and story concept. The roving enemies were cool too. Nice job!

Submitted

The textures and art for this game is really impressive! My gripe mostly lies in the control system, but only because it conflicts with the platforming nature of the game. You can't always be sure that the camera is going to be facing towards when you want to jump, so sometimes you kind of have to make leaps of faith. The character model also can end up blocking some things on the screen. Other than that I always love a good platformer

Submitted (1 edit)

I love the textures. The camera controls feel weird when you try to turn around like it get stuck. The character blocks the camera view it make it little hard to see, and it feel off. Additionally, the character often covers part of the screen making it hard to view the screen. I would suggest putting the game in first person to make it easier to look around. Otherwise, I love the idea of this game and the concept of it.

Submitted

Interesting design for you game. I liked the textures. The character model did block the view of trying to see where I was going to jump, making me misjudge my jumps at times. The lack of camera controls made this painfully apparent. The third person controls made aligning to see weird as well. When I went to back up, it seemed to turn my camera to the side where I did not want it and trying to adjust that was hard to do. I think the addition of camera controls could help fix this as well. The sounds you used fit the actions and effects they were tied to very well. Overall, they game looks very nice.

Submitted

wow this is impressive. Making your own third person controls was interesting and relatively worked. I liked the detail of this game and the controls felt good. I like that the objective briefly shows up when you start a level. Each level felt distinct and well designed. Only gripes are I think it would be better to use a mouse to rotate the camera and wasd to just move. Also a checkpoint in level 3 would be nice since its so long. Also your quit button in the about section didnt work. Overall though, im excited to see what you make next