drash wrote:Please keep us posted on what you do next!
Oh, and I wasn't sure what to do when it lets me "target" a monster using the Y button. It just turns the target reticle red for me, and that's it. What was the intention for that?
Peejle wrote:Closer blocks should be transparent (or cam angle changed) when you are on the second or third ring so you can see your character.
The blocks need to 'line up' or somehow make it more obvious which one you will be teleporting to when switching rings.
A little gentler learning curve on the second level.
Can't wait to try your next version and congrats on the first (I think?) platformer made for the Rift!
Nannou wrote:This is a totally unique example of what the Rift can do to a game. Massive props man!
My one issue is that on the first level, if I die on the spikes closest to me, the game tends to throw up an error and I can't respawn.
Xemakon wrote:2 points of criticism;
-Not sure if the shaking screen effect when shooting is a good idea.
-How do I reset the game when my character dies? All I can do is look around, unable to respawn. (I suck at platformers)
Ananas wrote:Wow. This was one of the best games I've tried. Shows well how Rift can work with sidescrollers.
If this was a full, polished game for Rift I would buy one immediately.
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