Score multiplier bugs out, 'insane mode' is laughably easy, there doesn't seem to be a difference in game when difficulty increases, would be nice to have some music
Having to wait for just the right piece in que mode is fairly annoying, it'd be nice to rotate pieces, but then again, that'd make the gameplay even less than what it is. That is my only complaint
Man that lava mechanic made it pretty intense, I like that. However, the superjumping off your partner wasn't very reliable. Not frustratingly unreliable, but, enough to get annoying. I had another problem with a repeating level. Not sure why. For some reason, subconsciously, I kept associating the blue square with the arrow controls. Oh, it'd be nice if boxes had its own instead of taking its texture from the background. In some way, I feel like I want some cheesy story :P Anyways, despite the music stopping, the occasional glitch, I give it a 4/5
Another glitch I found, in the room where you label an instruction as 'hold up and w' I went to the main menu, hit continue, and continued on a different level (part 2.5)
I felt like the reset in levels looks a little rough with the frame slide, maybe a whiteout effect would work better?
I'm not sure if it was a glitch, but, it appears the first level that uses two boxes is repeated. In this level, also, the music loop broke and I couldn't get it to restart. You can exploit the jumping by jumping off of an airborne partner, thereby breaking certain puzzles (part 2)
Here are my initial impressions of this game;
I like it. I like it alot, the music and atmosphere are great I think. And the puzzles are fun to do. I, overall however, felt the game was too easy.
Some glitches: When you reset a level with dynamic objects such as a box, it will 'fall' as the level is resetting. There was an instance where my blue guy got stuck under a block and couldn't get out. I was not able to repeat the feat though. (part 1)
I really like the atmosphere, but I'd like to know a bit of a story, or, why I am doing what I'm doing. Even if the story is simple.
Also, you can turn the test room into a tutorial course for players to learn how to play the game. There's more I want to say, but, this will be all for now. I hope this helps you (end)
Thank you for the feed back i well definitely try to add a mouse lock and create morel levels this was more of a concept thing and i hope to expand it into a full story. at the moment i am using the default fps controller but in the future i hope to tweak it so that it works better for the game. I like your idea for the tutorial level and well most likely use it , thank you. If you notice anything else that could be fixed please dont hesitate to tell me i really appreciate your input.
When I press 'M' to go into the menu, it would be nice if the 'Play' button didn't restart me at the beginning of the first level. It acts as a reset, so label it as such so that there isn't confusion. You should add, by the way, a way to leave the menu in game. Once 'M' is pressed, you cannot leave the menu. (cont.)
Some glitches that I noticed that may not have been intentional, you can corner jump off of ledges and obstacles to get more height than it might not have been intended. One of the pillars, I was able to phase through. I do not know why. I could not repeat this.
Without having the mouse locked, it will be a huge nuisance to players and make navigation hard as you can't be certain when you are actually going straight. (cont.)
Okay, so, my critism. As I said, this is a good start, however, you have made the start of the game too difficult for the casual gamer. You should have a tutorial sequence to explain the game controls and mechanics. In this particular place, it'd be best to not trap the player so that they can get used to the controls and physics of your game without having to start over from the start again and again. (cont.)
Is this your first Unity game? This is a good start for your first Unity game. May you hopefully get the criticism you need to improve you Unity prowess
Here is a well made, very finished game based off of basically the same idea you had going here.
http://www.miniclip.com/games/rollon/en/#t-c-f-C
As you can see, there is a LOT you could work on. Rollon is from the early 2000s and has been one of my favorite games. Maybe you'll work on your game some, ya?
To be honest, I've always found these puzzles easy. From the looks of it, you're using common templates too. Why not try to make your own, soup up the style a little so the interface doesn't look as dull as it does, and add a little background music? Maybe put a time limit. I feel you could do alot to improve on this, or even better yet, make a game based off this, but with a twist?
I liked it, I thought it was fairly creative. One of the biggest things that sold this for me was the fact that you shoot from where you land. For the destroy portion of the game, it would be nice to be able to see what the par goal is, if, in fact there is one
Try the 2nd game mode. It does what you want