And again, don't be afraid to go backwards if there's no viable route immediately in front of you.
If you have to cross towards a side, watch for patterns and hop across as quickly as possible. I try and stay towards the center of the gameplay area whenever crossing a river just to be safe. If your character passes this white break on either side, game over. Pay attention to how the rivers flow and where you see a white water break on each side. Don't enter a river too close to either side Just be careful that you don't overshoot and end up in oncoming traffic on the other side. When you see an opening in a freeway, tap like crazy. Instead of concentrating on what's directly in front of you, look at the entire game play area. Recognizing these opportunities is key and goes along with my very first tip. This is the easiest way to get to a high score faster. Use a tutorial level: To help players understand the different heights in the level, you can create a tutorial level that guides them through the basics of the game mechanics and how to navigate the different heights.There are many instances in Crossy Road where you can sprint across many lanes of traffic at a time. This way, players can refer to the map to better understand the geometry. Use an overlay map: You can create an overlay map that indicates different heights in the level. Use objects with different heights: By placing objects with varying heights in the level, players will be able to gauge the height differences between objects more easily. Shadows cast by objects on higher levels can indicate that they are elevated. Use a shadow system: Implementing a shadow system can help players perceive the height differences between objects. Use shading or color to indicate different heights: By using darker or lighter shades or different colors, you can help players distinguish between different levels of height in the level. As for your question about the height levels, I think it's definitely worth looking at other games with isometric views and different heights in the level to see how they handle it Hi! It's great to hear that you've chosen voxelart and isometric view for your game - I think that's a really cool aesthetic.