I tested it and I think it works. I haven’t tested it thoroughly because I’m not the most patient human being when it comes to “click at the right time” kind of games but it looks to be mechanically sound.
I had alot of fun making it in a little sprint,
life kinda gets in the way of me spending to much
time, but I think I am going to try my hand at sprites after the comp…
I had fun playing the game as well, and beat the level, so it is possible.
Couldn’t figure out how to make it jump. Had to get back online to read the instructions. (I read so many I couldn’t remember which was which) LOL. I’ll try again later.
One thing I noticed about all the games, was, few or no instructions on the Blends.
Everyone should include a text in the Blend explaining the controls. Just my .02.
I"m Impressed that you had time to finish your game, and write a script for Adrain.
Space bar is jump, the further away the mouse is the further you jump,
you almost land where your aiming when you press space, except for gravity and drag.
I made this game, adrians random path chooser, and a generic walk animation IK rig.
I dropped in resources.
Found a little bug, if the enemy spotted you, then you touched them, it would flash game over, but not restart
and own[‘Saw’]==0 fixed it
updated file @ top
edit: adding game over condition if you fall off the world
edit: adding splash with controls
this game actually started out on making a walljump demo, then it evolved into this, I have about 3.5 hours into this. I dont ever really get more then 2 hours a night to be enter-training myself with blender
Nice job! It took me a good while to figure out the jumping (you hold down the space bar, not tap it), but once I got that it was pretty fun, although not very challenging. It took me two tries to get through the rest of the level once I figured out how to get out of the initial shaft. Taking out guards, though, is surprisingly satisfying for some reason.
Runs great, and I found no bugs. Jumping feels a little inconsistent at times, but we all know how tricky wall-jumps can be to get to that just-right feeling
thanks! you can tap or hold jump, the important thing is you still have some +z momentum or you go fast enough to ‘skip’ off the wall, (making your back face wall) you have 15 frames to jump if your back faces the wall)
the presented mechanic seems like its good enough to keep building on however in the future,
Man, this reminds me of those Rocket Jumping maps in Team Fortress 2. I couldn’t quite get the knack of it, but it was quite satisfying careening up and down the corridor at high speeds with the dispatched guard bouncing around, hah! Nice job.
The only outstanding criticism I have is that at the beginning the instructions are flickering between black and white, which is difficult to look at. Was that intended, or something unexpected?
The update is much better!
Everything is better now than it was before, the default grid texture and triangle player were awful. Was an immediate turn-off. The ninja model and background were a really nice, needed touch
Think I played this game the most out of all other entries, it’s tough, but the slingshot mechanic is a lot of fun!
Spent most my time trying to get to the top of this wall, which I actually did once or twice.
It’s like the triple jump, only vertical instead of horizontal