Okay this was fun :D Sound effect and banana thrower got me off guard :D Nice job ;-)
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Deathle Jumper's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Sound | #27 | 3.889 | 3.889 |
| Mechanics | #113 | 3.667 | 3.667 |
| Fun | #194 | 3.444 | 3.444 |
| Aesthetics | #479 | 2.889 | 2.889 |
| Story | #492 | 2.000 | 2.000 |
| Theme | #519 | 2.444 | 2.444 |
| Music | #566 | 1.667 | 1.667 |
Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How many people worked on this game total?
2
Link to your source?
https://www.dropbox.com/s/xciios41gcoul4j/DEATH.7z?dl=0
Comments
lol like everyone else here said, the sound effect is awesome.
i like how you start to spin when you get hit by the bananas.
For feedback purpose, with the camera also shaking with the spinning player object, it can get a bit nauseous.
great job!
Thanks for the comment!
Originally the movement was faster but when I export to WebGL the movement was toned down a lot. I even upped the movement speed by 3 times for the WebGL build and it still is a bit slower than in the editor. If you have any idea why this is or how to prevent/fix this I would love to hear it.
Sorry for the late reply! Here is my suggestion taking from the Gamedev.tv 2D Unity Course.
For my game I used a Velocity of the Rigidbody and multiplied it with the input of the keyboard. Afterward used a Math.f Method to make sure that the Velocity will always round out to a Whole Number. Here is the example code.
Vector2 moveInput;
Rigidbody2D myRigidBody;
[SerializeField] float runSpeed = 10f;
Vector2 playerVelocity = new Vector2 (moveInput.x * runSpeed, myRigidBody.velocity.y);
myRigidBody.velocity = playerVelocity;
bool playerHasHorizontalSpeed = Mathf.Abs(myRigidBody.velocity.x) > Mathf.Epsilon;
Hope that helps a little. :)


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