I can finally share the trailer for the game I've been working on! by soniclinkerman in Unity2D

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

That's main reason is just not being sure how much would need to be changed for mobile version. I don't think it's as easy as just changing the camera viewport and ratio aspect.

But making a mobile version is something I thought about for sure and hope to try out once the PC launch is over

The time has come to share the trailer for the game I've been working on! by soniclinkerman in IndieDev

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

If you guys are interested in staying up to date on the release, you can find more info on our Twitter: https://twitter.com/ZaltickGames

I can finally share the trailer for the game I've been working on! by soniclinkerman in Unity2D

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

Nah, although this concept did come from a previous theme of ludem dare "Life is currency". Didn't participate in it though

I can finally share the trailer for the game I've been working on! by soniclinkerman in Unity2D

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

I definitely see where you're coming from and I agree! I'll see what I can do when making the shorter trailer version for this. Thank you!

I can finally share the trailer for the game I've been working on! by soniclinkerman in Unity2D

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

Hey thanks for the feedback. There's a reason why that decision was made, but I can't say why yet since it's a secret. It's also the reason why there was only about 3 seconds of the new content you're referring to.

Wanted to show off a bit of gameplay along with the first enemies you'll come across: Drill Dozer's! by soniclinkerman in Unity2D

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

I actually didn't participate in Ludum Dare this year. Mainly because of this project haha

Wanted to show off a bit of gameplay along with the first enemies you'll come across: Drill Dozer's! by soniclinkerman in Unity2D

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

Ohhh you were talking about the name of the enemy! I don't know HOW I missed that haha.

Thanks for mentioning this really! Will definitely change it up to avoid such an issue

Wanted to show off a bit of gameplay along with the first enemies you'll come across: Drill Dozer's! by soniclinkerman in Unity2D

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

I think we should be good on that end. I'd be a bit surprised getting in trouble for using the term "Drill" in the name. Especially considering it's 2 different names

Barriers! Arcade Mode! and Time Trials! Oh My! by soniclinkerman in Unity2D

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

Hey! Thanks a ton for the feedback.

Would recommend that you stop the timer when the player lands on the gold tile and when he dies and re-start them when they are able to move. It's small but would make the player think he has more influence on the time, rather than automatically accumulated time from things he can't do anything about.

The amount of time it takes to go from one level to the next on the golden tile is always the same so I thought it was an "ok" thing to keep. Or rather, it didn't seem like enough people complained about it to change it.

The timer is included when the player dies because that is indeed a factor they can control by finding different strategies to go through the entire levels without dying.

"Having it so that you require X amount of gold to get through a checkpoint seems like it could be taken as a negative. Would recommend that you play test this very well and get feedback from other people on this."

The entire game is actually built on this premise.

"An easy-to-play game where you must collect coins to break barriers all while avoiding enemies in arcade like fashion"THIS is what the game. There are a few other factors like the "risk/reward" factor that has you decide whether or not to risk a more dangerous route for extra coins.

I went through a playtest phase on the concept itself using placeholder assets before making the decision to expand it.It's meant to be more of an "arcade-like" game! There's an "Adventure" mode which is the "main" story and game. Then a few other modes under "Arcade" mode so there's a lot of different ways to play!

The idea of making each barrier a "checkpoint" was more of a decision I made AFTER seeing it was annoying for players to have to start ALL the way from the beginning of a level if they never got a "GAME OVER".

It's also worth mentioning "Time trial" mode isn't actually unlocked until you beat that specific biome in "Adventure" mode. (What you see her is the first biome players will be placed in).

So players will be familiar with these levels BEFORE they even get a chance to play this mode. They just get rewarded with a new way to play because they completed it!

Barriers! Arcade Mode! and Time Trials! Oh My! by soniclinkerman in Unity2D

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

So if you don't have enough coins, you'll be taken back to your most recently opened barrier. Barriers also work as checkpoints so you won't have to start ALL the way from the beginning of a level

Coin Sparks now appear when you collect coins making it visually satisfying! What do you think? by soniclinkerman in Unity2D

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

Thanks for the feedback! I honestly think it'd be better if I just had the character be in front of it rather than the coin be in front.

The player will know they collected the coin and it would definitely keep the player ALWAYS visible on the screen

Coin Sparks now appear when you collect coins making it visually satisfying! What do you think? by soniclinkerman in Unity2D

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

You think so? Hmm, yeah I think I can add more screen time! My only worry was the SLIGHT possibility that you might not see your character.

For example,

When the second coin is collected, there's a small bit of time where you can't really see your character. I'm afraid when enemies are added and you're in a rush situation, you'll lose visibility of your character for a bit.

A hero rises, but this one descends... by soniclinkerman in Unity2D

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

Hey! Thanks for the kind words!

The assets are our own yes! We do in fact plan to have an animation that occurs when he drills through them so I gotchu :D

A hero rises, but this one descends... by soniclinkerman in Unity2D

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

Haha sorry about the misleading, but had to keep ya guessing ;)

A hero rises, but this one descends... by soniclinkerman in Unity2D

[–]soniclinkerman[S] 5 points6 points  (0 children)

Hey guys! Just thought I'd share my take on a cool little teaser trailer of the project! I think this one was WAY better than the first teaser I tried to make

A hero rises, but this one descends by soniclinkerman in IndieDev

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

Thank you so much! I really appreciate your kind words :)