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forDevs_sake

9
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A member registered Dec 16, 2025 · View creator page →

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Very nice game. Nicely done. The physics work very well. Good design. I noticed when I jumped into the gap in the 2nd and 3rd levels, the player didn't die and the game didn't end. The pause menu's buttons didn't seem to work either. I had to close out the game and restart.
The levels, controls, physics, and special effects are all very polished.

Very nice game. Nicely done. The physics work very well. Good design. I noticed when I jumped into the gap in the 2nd and 3rd levels, the player didn't die and the game didn't end. The pause menu's buttons didn't seem to work either. I had to close out the game and restart.
The levels, controls, physics, and special effects are all very polished.

This is a really nice concept. It's quite fun. It might help to raise the camera a bit, making it a top-down, or either allowing the player and camera to turn. It was a little difficult to see the guards and area around me. For some reason I wasn't able to punch the guards. It may be an animation constraint issue if you're attack conditions don't allow for movement. 

And I know time was an issue for all of us, so we had to prioritize certain things (I certainly did with my level design/animations/etc). But if you decide to do anything more with this, it would be cool to have an inside level where the thief actually makes it into the castle.

I enjoyed this game. it's a simple concept but quite fun. There seemed to either be a visibility problem or bug with some of the obstacles. When jumping over them, it looked at though I'd clear the obstacle, but it would still count as a hit. The animations were smooth and movement control was tight. Very nice; with some polish, this would make a good mobile app game.

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!

As soon as I saw your app's cover image, I immediately knew that tileset pack - I actually used the same for one of our earlier projects. It's a great pack and it looks really good with your game. It's a great game concept - it made me wish there was a win condition of some kind. Maybe if you expanded it you could set level conditions of outlasting a certain amount of time or changing it up a bit to collect a certain amount of hearts within a set time period.  I did notice I only saw one of the saw blades once in the three times I played the game; more saws might add a little more challenge. I liked the animations and stuff as well. Nice job!

This game allowed for some strategy. I found it better to just stay right on the edge of the road, and making it necessary to only worry about that one line of traffic. I'm not sure if this was intended, but I did notice the score didn't seem to track the time sitting on the road; the score only increased with each (tap) hop on the road, which is perfectly fine, I only mention it because the directions mentioned the score being tied to time on the road I think. I didn't notice any problems with game mechanics/systems. Nice job, I enjoyed this one.

This is a really cute game. It's a great concept and quite fun. If you went further with it, you could make subsequent levels more challenging by making the bombs colorful also. I'm not sure if there's a win condition, I got a score up to 53 but it just seemed to continue. I did check the lose condition, which worked well with the restart button. There were some minor touch/tap problems (sometimes the taps weren't recognized), but no other problems. Fun game!

As an avid and long-time fan of Holmes, canon and many pastiches alike, I really enjoyed the concept and plot of this game. It's very apparently you put a lot of effort into this - the game's mechanics, systems, and design. As I'm playing on MacinCloud, it's disappointing that I was unable to hear any of the narration/sounds, I imagine it would have added even more to the experience. The only problems I noticed were small, some screen alignment stuff (loading screen and one of the clue's in Watson's Room was mostly hidden off the right edge) and the some things could be a bit hard to see due to the dark environments (although it also added to the ambiance), but it may have just been due to the simulator I'm using on MacinCloud.

Nice job!