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I don't understand this. First of all, you gotta fix jumping. Sometimes it's a small jump, other times it's normal. Also you fall slowly how do you mess up gravity that is LITERALLY built into Unity. Second of all, why? All I'm doing is just holding right. The different swords don't seem to do anything different. Hope you can improve though.

it's for the wowie game jam. I made it in 2 days. This explains everything.

Riiiight I forgot about that. At the very least you got something made though. But what does it mean the swords depend on the player's velocity? I just touch spike and get sword. I just move and kill the enemies.

if you don't move at all, the weak swords won't do anything

I've encreased the drag on the Rigidbody

If it's because you use rigidbody.AddForce() for your horizontal movement, I think you can try something like:

rigidbody.velocity = new Vector2(Mathf.SmoothDamp(rigidbody.velocity.x, Input.GetAxisRaw("Horizontal"), ref walkVelocity, smoothTime), rigidbody.velocity.y);

where smoothTime is the time you want the movement to change and walkVelocity a variable that the function uses to store the acceleration.

thanks, but it's a 3D game . I'l use this in the future aniway, thanks.

Also, I still don't get how that means you can mess up jumping. I get it doesn't really matter considering the gameplay, but it feels weird is all.

and the swords depend on the player's velocity

I think this game also needs more player feedback for what's going on (for example particles will pop out when colliding), because, the player have a lack of information and gets frustrated (for example, the fact that swords' damage depends on velocity is clear).