could part of it be made transparent? certain parts of the back-layer are practically invisible as it is now (enemy behind high section of front layer) and the blimp-markers have a tendency to float in front of an enemy (in my case certain parts have a continuous line of blimps where an enemy can be hit without seeing any sign of it until you hit it)
A. Is it possible to remove the remaining old doors and replace them with chambers that house the new teleport pads?
B. Like the new cutscenes. but could you add a way to skip them (other than jumping) for those that already know the level?
C. is it possible to add full vertical 'shooting'? (make tree under feet grow)
why not increase the number of junctions? could use that to determine difficulty. (hardest would be all traffic-lights in the city WITH penalty for delaying Emergency Services)
I think Guanidin means the system requirements for Unity, I reckon that there aren't many people that can run it on their PC at an acceptable framerate.
Ahhh ok! someone else also said that they had problems when all the particles were active...Hopefully I will learn to optimize during the second semester at college
the 'collision-box' of the level-exit is too small, making it hellishly hard to enter the next level.
it's like a 1 meter wide exit and only 1 micrometer of it brings you to the next level
A. during turning the player-sprite becomes hard to see. (hope it's only a stand-in for an eventual 3D-figure)
B. the base speed seems rather slow
C. sometimes when you enter another room the point of entrance is to your left/right instead of behind you.
In response to A, yes- thank you. I am making a few more bug fixes today and it's pretty much done. This sort of feedback is helpful! The 2D sprite is not a placeholder. I wanted to experiment with contrasting the player against the environment so I've decided to use some 2D sprites for the characters to give a feeling of alienation among an otherwise 3D world.
To B that is a good point- I have sped up movement quite a bit with this version. The base movement is the same but as you mutate it is not as slow now. Still a bit slow for my liking but I feel that it adds to the weakness of the character at that point as well so I may keep it still.
True. I will see if I can get that working- I appreciate the critique though. Not sure what you thought but regardless this was good feedback.
Example: N/S-red W/E-green; you would score too easy (of course there is a penalty if a car stays still for too long)