Space Dodge
Reach the base on an alien planet without getting hit by the aliens. Collect stars on the way and stay alive. Hold under the astronaut to dodge the aliens.
This is my game jam entry for beginners circle game jam. There are only 2 levels right now I hope to add more. Its a simple game so feedback and suggestions are welcome and would be greatly appreciated.
Programming- AceLord534
Art- Aaron Mullen, Larry Mullen, Acelord534
Status | In development |
Platforms | HTML5 |
Author | Zues54 |
Made with | Unity |
Tags | Pixel Art, Sci-fi, Side Scroller |
Comments
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Enjoyed so much! (Good job with the art)
Thanks a lot
Simple but fun concept. I really like the art style - especially the astronaut!
Thankyou, im glad you enjoyed the game
Fun game but sadly i wasnt able to collect all stars. I already read about the webGL problems so next time export your game to other platforms aswell. I really enjoyed the visuals but the background in the lava level doesn't loop right. very creative stuff you guys made there.
I like the beholder alien guys! I die when I touch a star though.
Nice :) Cute little game. But agree that the jump speed could be balanced some more.
Yeah, the jump speed definitely could use some work. Its fine in unity but it changed when I changed it to webGL. Thank you for the feedback though
Oh, i quite like the idea of the game, however I do think that the jumping speed requires some balancing, it might be a little too slow. Are the aliens procedurally generated? Because there was one occassion where three aliens showed up in a line, leaving me nowhere to go as well. Great job though! It was enjoyable to play!
Thanks for the feedback. About the jump speed I agree it could use some work. For some reason when I converted it to webGL format it made it slower.
If you used the Unity physics built in engine and then used code to modify it, especially void Update() it will function differently on each machine (at least in WEBGL) that runs it (i had the same problem originally in my game). Programming your own gravity or using void FixedUpdate() might fix the different speed issue.
Thanks I'll try that