Ok, I've added a mac build, but I have no way of testing it heh :P
Let me know how it goes :)
Unity Mac builds usually work nice out of the box (including this time). Couple things to be aware of:
1. Mac resolution is 2560x1600 (very high), some games that play in full-resolution (and provide no settings) lag a lot because of this. Your game works perfectly fast/smooth though.
2. Gamepad input is screwed on Mac if implemented using old Unity input system (but ok with new Input system)
As for game itself: quite nice. Some criticism:
I appreciate you letting me know everything seems to be working for the mac build (as I don't own any mac stuff haha)
I decided not to worry about things like gamepad support for the jam (having never added gamepad support to a project before heh). even without that kinda thing I was up all night getting last minute features added before the deadline (where I live, the deadline was at 7am so I basically pulled an all nighter the last night)
The mouse thing was a left over issue cause by the fact I had originally intended to make the 'attack' the player could do a directed projectile with a bit more reach. By the time we had changed direction we didn't really have time to rework the attack (will most likely be something that changes if/when we re-release the game post-jam)
Whereabouts are these free passages? I don't know if I entirely know what you mean.
The colour of the player indicates how much health you have, if you die immediately it will be because you were already nearly dead and you got hit one last time.
If you were the original bright blue colour when you died then that would be a bug that somehow slipped through.
Thanks for taking the time to outline everything, I appreciate your help :)
Whereabouts are these free passages? I don't know if I entirely know what you mean.
There is no "free" passage on your screenshots, so not to replay the game I sketched what I mean. On the picture above, if there was no blocks on the right (which I erased with pink) then it will be confusing. And it happens in some rooms/screens.
The colour of the player indicates how much health you have, if you die immediately it will be because you were already nearly dead and you got hit one last time. If you were the original bright blue colour when you died then that would be a bug that somehow slipped through.
I died a couple times almost immediately without previous hits. I think maybe it collided with enemy several times somehow and received multiple damaged.
Ok, I just played through the game myself and compiled screenshots of all the levels, would you be able to point out what you mean in whichever level is applicable? I cannot see an area that contains these free passages you've specified.
Screenshots
I died a couple times almost immediately without previous hits. I think maybe it collided with enemy several times somehow and received multiple damaged.Hmm, that shouldn't be happening, I'll have to look closer at how the damage works (I never came across this happening in testing)
Thanks again for all of your help :)
> Screenshots
At first I wanted to ask if you updated the game because I don't remember many of these blocks.
Then I realised it's because your game is tied to 16:9, while Mac's have 16:10 (less wide) so around one block from each side is off-screen.
> you do keep any damage you take between levels
It might be the case I experienced immediate death. Note though, it's not the expected behaviour. With saves on every screen it makes no sense to have less health on the first attempt. I would say, as a general rule, every checkpoint should restore you the full health (if you are reborn with full health)
I wondered if the resolution thing was the issue, it was build for a 16:9 ratio but I didn't manage to test for other resolutions (mostly because of time)
As for the health thing, I see where you're coming from, but I'd actually rather go the other direction, I think the game in it's current state is too lenient and I'd rather reduce checkpoints. The intention of not giving health back at the start of each level was to make getting through the game with no deaths harder, but since I didn't prioritise setting up other checkpoint/save systems I just decided this level based restart was the easier and more forgiving solution (I had even thought of kicking the player back to the menu but felt that was too harsh)
To be fair, you're not passing checkpoints on the way through. There's no indicator that you're getting a checkpoint at the start of each level, and the player character reflects current health in a very apparent way (short of having a health bar), I feel it is a little unfair to say that it was unexpected or a bug
We disagree about that feature, but nevertheless I still appreciate all the feedback you've given and that will help greatly for future versions of the game with bug fixes and extra polish. Thanks again Igor :)