Source game here:

https://play.google.com/store/apps/details?id=com.tomtominc.candiesncurses&hl=en

I got sick of browsing for nothing but Gacha and Chinese publisher games, so this was a breath of fresh air.

I enjoyed that the movement was solid, and interaction was optimized to be one handed on a device. (Granted I probably wouldn't play this very intensely).

When it came to implement it, I gave myself a challenge to make this without using Unity's Physics or Colliders in any capacity. Instead, the goal was to have all objects be aware of:

  • Their Relative position on the screen ( From the bottom to the top, Left to right, as values between 0.0 and 1.0 respectively)
  • Their World Position, which is used for rendering and collision checks
  • Their relative size, by virtue of distance + direction checks from multiple offset origins. 
  • Clamped movement, such that at any frame, I could tell you exactly where an entity was, was headed, and where it's going to be.

Right now it's just Padoru Nero jumping around based on a procedurally generated stage made of blocks, based on the layout of Candies 'n Curses.

StatusPrototype
PlatformsHTML5
AuthorDigibunny
Made withUnity

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