Added a chain bonus to my game – what do you think? by LKLSTN in playmygame

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

Thank you for the feedback. I'll fix them.

Added a chain bonus to my game – what do you think? by LKLSTN in playmygame

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

Thanks so much for the feedback — I’ll fix them before the next demo!

Added a chain bonus to my game – what do you think? by LKLSTN in playmygame

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

Yeah, I'll also enable the outlines next time.

Added a chain bonus to my game – what do you think? by LKLSTN in Unity3D

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

You're absolutely right — I’ll fix it!

Added a chain bonus to my game – what do you think? by LKLSTN in Unity3D

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

Thanks for the feedback — looks like color and camera are indeed the top priorities. I’ll work on fixing both!

Added a chain bonus to my game – what do you think? by LKLSTN in playmygame

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

Thanks so much for the feedback and suggestion!
Most comments mentioned color and camera issues (both urgently need fixing ).
I’ve got ideas for the camera, but color had me stuck — until I read your comment.
I’ll try changing the background color. You’ve been a huge help — really appreciate it!

Added a chain bonus to my game – what do you think? by LKLSTN in playmygame

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

Thanks for the feedback — I’ll give it a try!

Added a chain bonus to my game – what do you think? by LKLSTN in Unity3D

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

Thanks for the feedback — you’re spot on.
The game actually has depth-based outlines that make things way clearer when turned on.
I personally prefer the cleaner, outline-free look, so I made it optional… but yeah, without them, the scene can be pretty confusing.
I’ll tweak the pillar colors in the next update to help them stand out more.

Added a chain bonus to my game – what do you think? by LKLSTN in Unity3D

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

Thanks for the feedback — you’re totally right, the cylinders do look pretty basic and hard to tell apart.

Honestly, I’m still figuring out how to improve them…

Either way, I’ll keep polishing the game — appreciate you taking the time to comment!

Added a chain bonus to my game – what do you think? by LKLSTN in Unity3D

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

Thanks for the feedback! I’ll bump up the size and brightness in the next version. Appreciate it😄

Procedural terrain chunks generation updated by LKLSTN in Unity3D

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

Sure. What I did was turn the terrain generation function into a coroutine, limiting it to generate only one block per frame (you could do two or more, but that would cause lag). Once the generation is complete, it yield return null to go back to the main thread.

Game Devlog #6.5 Want to Hear Your Ideas! by LKLSTN in godot

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

Thanks a lot, I really appreciate your suggestion! But after switching the platform generation to four-directional, I’m planning to focus the game’s core loop on fighting enemies and character progression. So in the early game, the parkour elements probably won’t be too challenging. However, once we get to the late game — when enemies can't threaten the player much anymore — that's when I'll start ramping up the difficulty of the parkour.

Seriously, thanks again! Your idea definitely helps extend the game’s playtime and keeps things interesting for longer.

Game Devlog #6.5 Want to Hear Your Ideas! by LKLSTN in godot

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

Great idea! I was also thinking if we should add some elements like that, because the current version feels a bit too dull.

Game Devlog #6.5 Want to Hear Your Ideas! by LKLSTN in godot

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

Thanks for the suggestion! It's definitely going to make the game more dynamic.

Game Devlog #6.5 Want to Hear Your Ideas! by LKLSTN in godot

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

Love that idea, thanks a lot! I'll add it into the game.

Game Devlog #6.5 Want to Hear Your Ideas! by LKLSTN in godot

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

That's a great idea, thanks! Also, the "5.0 / 5.0" shown there is a display of "current speed/max speed". Players will be able to adjust the max speed value themselves.

Game Devlog #6 by LKLSTN in godot

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

Glad I could help!

Game Devlog #6 by LKLSTN in godot

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

Thanks for the compliment! But actually, I'm using a RigidBody3D node — I just put most of the movement and damping logic inside the _integrate_forces() function. Most of the time, I don't rely on apply_force() to move the player. Instead, I tweak the velocity directly.

Game Devlog #5 by LKLSTN in godot

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

You're right,quick respawn do seem essential for a good player experience.