I'm working on a patch for the game right now and was planning on implementing that. I had it on the version currently online but for some reason it wasn't working. I'm looking for a fix right now.
Ok, here are the bugs:
Sometimes a green T is announced but a green S follows.
The blue S preview is always wrongly rotated. It's rotated like the green one.
The counterpart for the red L is missing that's really annoying ;)
At the top it's still possible that a long piece can "erase" blocks
The green S blocks can't move to the very left position when it's 2 width
The newly inserted block is not immediately visible. Only if it moves automatically one down, you press space or any arrow keys (rotate / move)
Finally it would be nice when the preview orientation would match the oriantation the block will appear. This might not be a bug, but it's a bit strange ;)
Around 400 points it's getting really messy and slow. I guess you used a particle emitter and renderer on each cube... You should use only one particle engine and have all cubes emit their particles at their position. This will increase the performance. The same thing could be done with the cubes itself, but that's a bit mor complicated ;)
The Speed increase is annoying, especially because you don't get more points for each dot. Also the mass-dot-spawning is also crazy...
Yes, the combination of a quite small time limit and different controls (mouse keyboard) and way to short introduction into each mini game makes it a bit annoying. You have to fail at each mini game something like 1-3 times to get what it's actually about.
It's really well done, but i miss tooltips or at least a text that tells me what tower i've selected. Also the grid only shows up when you placed a blocking tower. At least some kind of selection rect would be nice to see where a tower would be placed. Moving a tower would also be nice, but not necessary when you can place them correctly ;)
I really don't care if a game is 2d or 3d, but... The game idea is a bit, well, crazy. There are probably some (maybe mental sick :D) people that like such a game, but that's nothing you could compilain about. Personal taste can't be judged. However, the game isn't really complicated but for that it's WAY TOO LARGE and eats way too much performance. The scripts used uncountable amounts of dynamic variables which makes no sense. Also most asets are placed in the resources folder. Probably there are alot assets not even be used... calling Resources.Load() in OnGUI is the most craziest thing i've found. All in all i can't understand how you can make such a simple game that unoptimised. Downloading this game takes up to 4 times the actual playtime. It's seriously just a waste of time.
how do you know how i organized my project...? all the dynamic variables where placed their because i thought i was going to add more than just one animal. really actually 5. all assets in the resources folder are being used. If they were not I would not of placed them their. I'm sorry the games takes so long to load for you.
I just took a loot at your code... You just included a lot frameworks that you don't really use. The whole cube spawning / destroying is like a 10 lines script. You can even place multiple cubes at the same position. You didn't use lockcursor and hiding the cursor in the main menu is just stupid ;)
The worst thing however is that you use single objects for the cubes. That will kill your performance.
Minecraft's voxel terrain engine is pure hightec. You might want to start over with the minecraft starter package for Unity.
http://forum.unity3d.com/threads/69573-MinePackage-Minecraft-starter-package
Generally i like benchmarks, but this one has no interactions and doesn't show any stats. What's the point of posting it on a gaming site? You should at least add some controls so the user can spawn more objects ;)
Well, why do you even post it on kongregate?
- It's not really a game
- It's way to large (inform yourself about reasonable resolutions for web content)
- Playing music as 3D sound is crazy. The doppler effect is just annoying
- The character moves way too slow
- The character isn't even textured (you probably take it from another game? maybe BidForPower?)
Well this is done in 5 min. right? :D At least i would do it like this in 5 min.
The ship looks just like a capsule, the asteroids are just spheres, no menu, no hud, no sounds and the complete / crashed message look almost the same and disappears way to fast.
This is really just basic stuff ;) I wouldn't even call it a prototype. However, i've seen worse "games" :D
@rlc_SP: You just need to click two in quick succession. This will form a bigger wave. The idea is the interference between the two waves, even when it's not phyiscally correct in this case ;)
I'm stuck at 4x orange 3x green 1x red 1x yellow 1x blue and just one tab.... I tried all of them. If you tab the blue one all except one are gone
There are a couple of cases that pop up where there is no solution, it should be pretty rare (less than 1in 100), and generally only happens if you only have one tap. Although I'm trying to sort this out in the meantime you will have to use the skip button :s
Like many others already mentioned the controls are horrible ;) When you jump you gain ridiculous extra speed. You should focus on a good-feeling-control than a "physically correct" movement.
Also you should set Screen.lockCursor to true on mouse down, this way the mouse can't leave the game area. If the user presses ESC it's freed automatically (webplayer security feature).
I'm working on a patch for the game right now and was planning on implementing that. I had it on the version currently online but for some reason it wasn't working. I'm looking for a fix right now.