I made this simple platforming game last summer and decided to post it here:
Use your arrow keys to roll the ball left or right. The goal is to stay alive as long as possible. The game is over if you lose all your health or if you fall off the bottom of the screen. If you get hit by the ceiling, you lose 2 health points. If you land on a spiky platform, you lose one health point. You can recover health points by landing on non-spiky platforms.
I would appreciate feedback concerning the following:
Sound effects and music (I am at a complete loss here!)
High scores (online and centralized vs. offline)
Difficulty levels
Any other improvements you can think of
I hope you like the game, and thanks in advance for your input!
Add icey blocks, slowly disappearing blocks, one way blocks, bouncy blocks, wind, intermitent power outages, etc.
Add powerups like Slow fall, Sticky ball, Preview (larger screen area), etc. as well as poison pills like Fast Fall, Slipery ball, blindfold (smaller screen area) etc.
Maybe give it a story line by turning the ball into a vehicle/character that has to reach the center of the earth or something, collecting minerals along the way. When they get to checkpoints they use the minerals to create these powerups. IDK, just a thought.
Nice idea, when you need soundeffects than you can send me an e-mail. I hope is comes a little better physics with more bounce. And VegasDev give you nice ideas for updates
Good stuff! You’ve made a fun and addictive little game, can’t wait to see what other tricks you add to it!
For me the ball seemed to be a bit stiff. I think it might feel more real if the ball bounced when it hit the next platform rather than seemingly sticking perfectly every time.
Nice start, I see the intention in terms of gameplay, but on my MacPro with NV8800GT card it is too fast and frustrating (“stiff”) to play. Do you animate it without using Time.deltaTime or perhaps physics in the Update() function instead of the FixedUpdate() one?
Keep at it, it can be a really simple yet fun game with high playability once this “timing” issue is sorted out