While I normally like your battle descriptions, in this case the extra syllables in Argentina and Argentine threw me for a loop. Would that be how the Brits pronounce it?
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While I normally like your battle descriptions, in this case the extra syllables in Argentina and Argentine threw me for a loop. Would that be how the Brits pronounce it?
Thanks for the feedback.
I had to speak really fast to fit this into YouTubes shorts time limit, so it's just poor pronunciation on my part.
WHAT THE F&^@*$ IS WRONG WITH "EPOCH"!?
It makes me feel like I'm watching Nyan cat again
I'm personally offended by your idealistic expectations for cat eye and ear proportionality >:(
My pic stays just as it is :3
Srsly tho, gud game but I felt like there was some wonkiness with having things occasionally expanding way more than I would expect for subtle mouse movements. In case you do more games like this, would prob tweak the approach to calculate percent change in size vs mouse movement.
Lol! All cat proportions are valid of course! :D Thanks for playing and for your feedback. I think it kinda scales from the centre (or wherever the pivot point is) so if your mouse starts out already close to it, the amount of change is gonna be pretty big with the mouse movement.
I haven't actually played the game yet and will change the rating after I do, but I saw the comment about Unity losing save data when you update. I came up with a solution to that issue, and if you're saving data in PlayerPrefs I posted source code for a class to override it to keep web builds from change the saved data location when you update games - it's designed to be easy to just copy/paste into your project and let you specify a directory where you want data saved persistently from now on. If you're not using PlayerPrefs, this also includes a description of why Unity's web builds are suck when it comes to saving data and why this solution works, so it should be easy to cannibalize the code to use in your game. https://3p0ch.newgrounds.com/news/post/1086279
I wrote it four years ago so check the comments in case anything has changed with Unity web builds since then (I've become a Godot convert in the meantime).
Be aware that if you implement this, it will lose everyone's save data when you push that update, but for any more updates in the future the save data will persist. So it would only make sense to push if you might plan for more than one update. Or of course to include in any future web games.
I've played now and gud game, but I got the feeling that sometimes the double-jump got triggered when the player was still on the floor? I docked a half-star for that, but then added it back when I saw that raindrops on the main menu splatter when they hit the mouse cursor.
Thanks a lot for the solution! I will try to implement it soon. I also use a lot of my own systems for saving and it should not be a problem to change them.
Thanks for letting me know about the jumping issue. I'm aware of this (but kinda hoped it would only happen on very low fps). It's quite complex in code and I already lost a couple of hours figuring it out, but it's still high priority for me and I will keep trying to fix it ;)
Cheers!
Edit: I think I finally got that bug and it should now be fixed. Please let me know if the issue persists :)
It's possible with 128 moves
Disclaimer: I admit IDK squat about dubstep. That said, my main critique is that this sounds like a series of great hooks that are done sequentially but without seeming like they're really part of a cohesive song. Maybe this upload is meant to be just that, and more of a teaser than a typical song, but I think it'd be a lot more memorable if it had like a chorus or something that I could point to and say "ah, that's the part that people will recognize as being this song". That said, these are great hooks and could probably be fairly easily turned into such a song if you wanted.
Thanks for your feedback! Two new tracks will be released on March 27, I hope they will call you back!
I'm blown away by the effect those bells created and I've lost count of how many times this has looped by now. Nice job, man.
Thank you for the kind words, I am too very entranced by these magical bells.
Thank you for the review, as not many do anymore.
ZieGie
I really like the ambient background effects. At 0:45 the lead keyboard switches from its intro to playing a melody of all whole notes; I definitely prefer the former to the latter. The melody is nice for a few measures, but it soon seems like there ought to me more complexity to it. Going back to an approach like in the intro seems appropriate at that point. If the keyboard is really meant to play more of a background role than a lead at that point, maybe back off its volume or increase the volume of the other instruments to let them shine through more.
If you like hard games try my Daxolissian System series
Cat
Scientist
Read the manual & try stuff
So Cal
Joined on 2/13/10