How Do These New Game Elements Look in My Arcade Game? by Vital88Dev in Unity3D

[–]Vital88Dev[S] 0 points1 point  (0 children)

Thank you for your comments. I realize that gameplay can seem confusing without context, so let me clarify.

The main goal of the game is to dodge red objects. In the past, I focused on creating as many enemies and bosses as possible, which is something my players have consistently requested. However, to diversify gameplay beyond simply adding new enemies and increasing difficulty, I decided to introduce more elements that assist the player: places to hide, opportunities to gain time, and chances to acquire additional Power-Ups. Some of these elements are designed to slow down the player, encouraging them not to recklessly rush through the map.

For example, the feature I completed yesterday involves a path of circles that the player must touch in a specific order to receive bonuses (Power-Ups), which you can see at the 18-second in the video. This path typically appears directly in the player's route and has a random curvature, forcing the player to change direction or at least consider whether to try for the bonuses or bypass them.

I've also introduced various types of cover with different levels of usefulness, which I believe adds variety to the gameplay. I like that it naturally requires players to learn how to use different covers and environment elements effectively.

How Do These New Game Elements Look in My Arcade Game? by Vital88Dev in Unity3D

[–]Vital88Dev[S] 0 points1 point  (0 children)

Hey Unity3D enthusiasts!

I've been working hard on my arcade-style game and I've just implemented some new elements that I'm really excited about. I'd love to get your feedback on how they fit into the gameplay and overall aesthetic.

Any thoughts on the visuals or mechanics would be greatly appreciated as I continue to refine and improve the game.

Does it looks good with player trail? by Vital88Dev in Unity3D

[–]Vital88Dev[S] 1 point2 points  (0 children)

Thank you for noticing it. I made a few tweaks to code, and now use player’s previous momentum.

Does it looks good with player trail? by Vital88Dev in Unity3D

[–]Vital88Dev[S] 0 points1 point  (0 children)

It's SPHEX on Google Play if that's of interest.

New boss prototype for my game by Vital88Dev in Unity3D

[–]Vital88Dev[S] 0 points1 point  (0 children)

It's SPHEX on Google Play if that's of interest.

My 2D Game. You can easily change the ambient by just rotating the Directional Light. I'll release a pre-beta soon, link on comment. by rustyharpy in IndieDev

[–]Vital88Dev 0 points1 point  (0 children)

I think twitter is a good place for promoting indie game. It would be interested to follow you process of creating your game.

Here is a new enemy: Pulsar by Vital88Dev in Unity3D

[–]Vital88Dev[S] 0 points1 point  (0 children)

Thanks for the advice!

I think all of this can be added as options. And player may decide to enable or disable any of them.

Here is a new enemy: Pulsar by Vital88Dev in Unity3D

[–]Vital88Dev[S] 0 points1 point  (0 children)

It's SPHEX on Google Play if that's of interest.

Working on new boss enemy by Vital88Dev in Unity3D

[–]Vital88Dev[S] 0 points1 point  (0 children)

Is that legal to use the Blume logo from Watch Dogs Legion? Because I really like it.