Invisible walls, platforms, and even fake platforms. I like that you don't use them immediately but start slowly introducing them as the player makes it through the level. At first you gain their trust but than you leave them in situations where they can't trust what they see. The pit back to the start signals to the player that they should try finding secrets they may not checked when moving through the level the first time. My only complaint is that it feels off when the camera moves along with the player when they jump. This can be fixed by not tying the camera to the player themselves and giving the camera it's own logic of how it should follow the player. Nice work!
Play game
Trust No Level's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Enjoyment | #1184 | 2.558 | 3.000 |
| Innovation | #1297 | 2.345 | 2.750 |
| Theme | #1297 | 2.558 | 3.000 |
| Gameplay | #1321 | 2.239 | 2.625 |
| Overall | #1497 | 2.132 | 2.500 |
| Audio | #1761 | 1.492 | 1.750 |
| Visuals | #1870 | 1.599 | 1.875 |
Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does the game fit the theme?
Do NOT trust the level that you saw
What code and assets did you not make from scratch during the jam (if any)?
Scripts and prefabs that handles Gameplay Management, player movement, game dev tools etc. created by Nibour (me)
All scripts that are related to the game is all scripted in hand during the game jam.
No AI generation in the game.
No art that is not from scratch (except Unity default and custom colour). Most of the art are from internet like itch.
Source codes: https://github.com/Nibour16/UnityGameStarter
How many people worked on the game?3



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