Thanks for the kind words Paal! Great feedback, regarding which, we've added F5 to restart the current level, but you can also press Z to undo any number of moves. This game was made for a game jam, at which we were to showcase it, so the F10 key was left in intentionally so we could skip to the ending without going through all the levels when we presented it. We're planning to do another polish pass on it soon, we've already begun.
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Hey, loved the game, I thought it was really interesting and challenging once you got a hang of the controls. It gets to hectic with the low time intervals.
I think you could easily improve this with a few small changes to your Unity Physics2D settings, no programming necessary. If you increase the fixed timestep in the project settings all your physics will behave better, I usually take it from the default 1/50 second to 1/120 interval. Similarly it would be worth experimenting with different Rigidbody2D collision modes, continuous speculative may have worked well. Ultimately however, there is no solution to the sort of physics problems that arise in this game because you are creating physically impossible scenarios.
Take a look at these if you're interested
https://docs.unity3d.com/Manual/ContinuousCollisionDetection.html
Thanks for the kind words, Hosasy!
I'd have to agree with all your comments really. There are some oddities to the physics on the chain, it's probably because they're too realistic for what is actually a very unrealistic scenario. The jetpack was weaker only an hour before the final build and the ball had a much greater mass for most of the development too. I fine tuned the physics at the end of development but I knew that it still had room for improvement unfortunately.
















