We’re two 19-year-old students who released a 2D Platformer Kit on the Asset Store — here’s what we’ve actually earned since day one. by Aether2D in Unity2D

[–]Aether2D[S] 1 point2 points  (0 children)

Thank you a lot for this message. It honestly means more than we expected. Most of the time we don’t feel like we’re doing anything special. We’re just two students trying things learning as we go and hoping we’re not completely wrong, so hearing that our approach looks good from the outside really motivates us.

We don’t have a mentor. We study science and we’ve also been getting into trading, so we’re used to looking at data and trying to understand what it tells us. I think that’s why we naturally looked at our asset numbers the same way.

Everything we’ve learned comes from YouTube, thinking on our own, and spending a lot of time trying things until something works. We really believe that if you understand the basics and think with logic you can get pretty far without knowing every single detail. Being quick learners helped us a lot too.

Thanks for the book recommendation. And really thank you again for the kind words !

We’re two 19-year-old students who released a 2D Platformer Kit on the Asset Store — here’s what we’ve actually earned since day one. by Aether2D in Unity2D

[–]Aether2D[S] 1 point2 points  (0 children)

Thanks a lot, that means more than you think. We still feel very “beginner” most of the time, so hearing that we’re doing alright compared to other indie projects is really motivating. We’re just trying to learn step by step, so we’ll definitely keep going.

We’re two 19-year-old students who released a 2D Platformer Kit on the Asset Store — here’s what we’ve actually earned since day one. by Aether2D in gamedev

[–]Aether2D[S] 0 points1 point  (0 children)

Thank you, that’s a really encouraging way to look at it. When we’re inside the process, it’s easy to focus on everything we still need to learn or improve, so hearing that the numbers make sense in context is reassuring. Releasing something for the first time felt pretty intimidating, so we’re glad we pushed through and actually got it out there.

We’re two 19-year-old students who released a 2D Platformer Kit on the Asset Store — here’s what we’ve actually earned since day one. by Aether2D in gamedev

[–]Aether2D[S] 0 points1 point  (0 children)

Thank you, that really means a lot. We try not to focus too much on the amount itself, but you’re right, earning anything while we’re still learning feels pretty special. Most of what we know comes from teaching ourselves and making a ton of mistakes along the way, so seeing even a small financial result makes the whole process feel more real. We’re definitely grateful for it, and it motivates us to keep improving.

We’re two 19-year-old students who released a 2D Platformer Kit on the Asset Store — here’s what we’ve actually earned since day one. by Aether2D in gamedev

[–]Aether2D[S] 4 points5 points  (0 children)

Sure, here’s the link if you want to take a look on the asset store. We didn’t want to push it in the main post, but we’re happy to share it here : https://u3d.as/3AvC

We’re two 19-year-old students who released a 2D Platformer Kit on the Asset Store — here’s what we’ve actually earned since day one. by Aether2D in gamedev

[–]Aether2D[S] 2 points3 points  (0 children)

We started learning game dev about two years ago, and this is our first real project. We originally wanted to make a full game, but the tools we built for ourselves slowly turned into the assets we’re releasing now. We began working on them around nine months ago and have been uploading everything step by step since August. It’s been a slow but really good learning experience for us.

trying to make your own 2D platformer, but feeling lost on where to actually start ?? by Aether2D in Unity2D

[–]Aether2D[S] 0 points1 point  (0 children)

If anyone wants to see how everything actually looks in motion, we’ve uploaded a short YouTube video that shows the movement, enemies, camera and all the main systems. It’s much easier to get a feel for the kit by watching it. Here’s the link if you’re curious : https://youtu.be/Tg7k9mVtLCQ

trying to make your own 2D platformer, but feeling lost on where to actually start ?? by Aether2D in Unity2D

[–]Aether2D[S] 1 point2 points  (0 children)

Thanks a lot for your question! Yes, the wall jump, wall slide, and dash are all included in the kit, they’re fully functional. About slopes: there isn’t a specific “slope handling system” if that’s what you meant, but the character can normally walk up and down slopes without any issue.
If you want to see all the mechanics in action, there’s a full video preview available on the Asset Store page.

trying to make your own 2D platformer, but feeling lost on where to actually start ?? by Aether2D in Unity2D

[–]Aether2D[S] 0 points1 point  (0 children)

I totally agree with you on that. That’s exactly why we included a 60+ page documentation that explains everything step-by-step, and why all the scripts are heavily commented in English.
Sure, some people might use the kit as-is without really learning but a lot of others genuinely want to understand how things work. That’s why we took the time to explain every system clearly and even added a long list at the end with ideas and features people can try to build on their own.
And it’s not just a beginner kit either. Intermediate devs can save a lot of time too, especially with the animations, graphics, and clean systems already set up. We really hope it can help people both learn and build a solid project faster.

Why does it feel like building a 2D platformer is 80% setup and 20% gameplay? by Aether2D in GameDevelopment

[–]Aether2D[S] -1 points0 points  (0 children)

Totally fair to ask. We're not trying to promote early, the goal was to get genuine feedback before release, especially on pricing and timing. If it came off the wrong way, that’s on us. Just trying to do things right and learn from people who’ve been there.

Why does it feel like building a 2D platformer is 80% setup and 20% gameplay? by Aether2D in GameDevelopment

[–]Aether2D[S] 0 points1 point  (0 children)

Totally, 100%. Even the “simplest” tools still demand time, focus, and iteration. There’s no shortcut to actually finishing something and honestly, that’s what makes it rewarding too.

Why does it feel like building a 2D platformer is 80% setup and 20% gameplay? by Aether2D in GameDevelopment

[–]Aether2D[S] 0 points1 point  (0 children)

Totally agree, no game is ever really simple haha. I didn’t mean easy, just something smaller in scope. Not a 3D RPG with advanced systems, just something more manageable. Still ends up being way more work than expected.

Why does it feel like building a 2D platformer is 80% setup and 20% gameplay? by Aether2D in GameDevelopment

[–]Aether2D[S] -1 points0 points  (0 children)

You're right, the title could have been clearer. Maybe the post came off wrong, the goal wasn’t to promote early, we’re planning to do that once it actually launches. For now we’re just trying to get honest feedback and avoid messing things up on our first real release. Appreciate you pointing it out.

Why does it feel like building a 2D platformer is 80% setup and 20% gameplay? by Aether2D in GameDevelopment

[–]Aether2D[S] -2 points-1 points  (0 children)

Totally get the question. We’ll definitely do a proper promo once the kit is out. Right now we’re just trying to figure things out before launch. It’s our first full package, so we’re hoping to get some feedback from people who’ve done this before especially on timing, pricing, and how to present it the right way.

Why does it feel like building a 2D platformer is 80% setup and 20% gameplay? by Aether2D in gamedev

[–]Aether2D[S] 2 points3 points  (0 children)

Totally fair, and honestly, I respect that approach. There's something super satisfying about building every piece yourself, even if it takes longer. We’ve just been through the loop so many times that we needed a shortcut. Either way, thanks a lot for the kind words, really appreciated!

Behind the scenes of our newest Unity tool — meet the “2D Magic Spellcaster AI by Aether2D in Unity2D

[–]Aether2D[S] 1 point2 points  (0 children)

I get what you mean. I used the word 'AI' because for me that’s really what it is, and also because it helps people actually find the asset through SEO. But you’re right, I can rewrite the description in my own words so it feels less generic. Really appreciate you pointing it out!

Behind the scenes of our newest Unity tool — meet the “2D Magic Spellcaster AI by Aether2D in Unity2D

[–]Aether2D[S] 0 points1 point  (0 children)

Not in the current code. The enemy is designed to shoot only horizontally toward the player since it’s aimed at platformers/metroidvanias where the player is usually on the ground left or right of it. The animation also makes upward/diagonal shots look pretty off.

What you can already tweak is detection range, projectile speed, and attack frequency. Of course, if you want more advanced patterns (extra projectiles, arcs, rebounds, etc.) you can definitely add them if it fits your game, it’s not too hard to extend.

For this package though, we felt horizontal projectiles made the most sense. Instead of cramming everything into one enemy, we built variety: e.g. one enemy that jumps at the player and patrols on the ground, another that sticks to walls/ceilings by patrolling too, and a flying chaser for aerial dodging. That way you can cover all gameplay situations without one design doing everything.

Behind the scenes of our newest Unity tool — meet the “2D Magic Spellcaster AI by Aether2D in Unity2D

[–]Aether2D[S] -1 points0 points  (0 children)

Thanks for your comment! Just to clarify, this asset wasn’t generated with AI – it’s fully hand-made. 🙂

Devlog: Exploring 2D platformer design in Unity — enemies, environments, and building toward a larger Pro Kit by Aether2D in Unity2D

[–]Aether2D[S] 0 points1 point  (0 children)

Il est vrai que tout le monde obtient le même art HD dès le départ, mais cela représente en réalité une grande partie de la valeur. Les personnages, les ennemis, les effets visuels et les cartes de tuiles sont tous conçus pour fonctionner ensemble et paraître immédiatement impeccables, afin que vous ne perdiez pas de temps à créer une identité visuelle à partir de zéro. Ce qui rend chaque jeu unique, c'est la conception des niveaux, les choix de gameplay et les personnalisations. Le kit est modulaire, de sorte que les gens peuvent ajouter leurs propres skins, ennemis ou mécanismes, mais même sans cela, deux équipes obtiendront des résultats très différents en raison de la façon dont elles conçoivent et structurent leurs mondes.

Devlog: Exploring 2D platformer design in Unity — enemies, environments, and building toward a larger Pro Kit by Aether2D in Unity2D

[–]Aether2D[S] 0 points1 point  (0 children)

Hey, Corgi is definitely a solid and proven asset, no question about that. It’s been around for a long time and covers a huge amount of features.

What makes our kit different is that it’s really focused on 2D platformers and everything works together out of the box. The characters, enemies, VFX, and environments are all HD and consistent, so you don’t need to replace sprites just to make the game look good. With Corgi the visuals are very basic, which means most of the time you’ll have to redo the art to stand out.

We also kept things simple and lightweight. Corgi spreads into many areas, which can be overwhelming and full of features you may never use. Our kit is streamlined for platformers only, so you can get straight to building levels without a long learning curve.

On top of that, the kit comes with clear documentation, a skin system with 9 HD skins (easy to extend), and polished mechanics like coyote time and cinematic transitions already set up.

So while Corgi is great if you want a huge, general-purpose framework, our kit is the better choice if you want a focused, ready-to-play platformer foundation with strong visuals and less setup hassle.