- Starting noticing that some of the collisions seemed off, especially when the stick is rotated at a 45 degree angle or thereabouts. I am not fast enough to catch a screenshot of it but there were many deaths with a noticeable gap between the stick and the obstacle. Saw this mostly on Blocks and Orbs.
- Also once a pill spawned right on top of me at the start.
- I'm also just going to say that Blocks is extremely rage-inducing. I think it's just the density? Other levels had more intricate obstacles that should be harder but they were more enjoyable in the moment.
- On Moving Blocks, I encountered a purple sphere that did nothing?
- If you picked up a pill that was NOT the combo target, sometimes it would change the combo target and other times it would not. I could not figure out the pattern unless its a literal coinflip.
- Personally, I would much rather a slow-down than a boost. I understand ultimately they're the same effect at different speeds, but boosting often felt like "OH GOD I'M GOING TOO FAST I'M GOING TO DIE AAAA".
- Another personal preference- I want controller support for that full 360 movement, but would understand if you don't allow that.
- Going to throw this out there- could the procgen be less random? Usually rage games involve some degree of overcoming set challenges, and sometimes it did feel like I was in an impossible to survive space.
- I didn't really try any of the other shapes except Clock. Not a fan of the random amount of rotation- Clock implies fixed points on the clock face.
- Brief feedback on the 12 levels I tried:
- Blocks- already said it's rage-inducing. Easily the worst level. It destroyed my village and burnt my crops.
- Circle- This would be a good starting one. You rotate around the circle easily, the density wasn't that bad.
- Triangular- If Circle is the friendly Bouba, Triangular is the evil Keke.
- Pendulum- I was expecting pendulums with gravity or those crazy math pendulums, not orbiting circles. Basically a worse Solar Web.
- Rotor- It's alright.
- Meteor- Hate it. Not as much as Blocks because Meteor just feels more impossible, whereas Blocks give you hope.
- Clockwork- Love it BUT the collision issues seemed especially bad with the tips of the clock hands. At a certain point, it might be better to just not have collision with barely noticeable parts.
- Orb- Another easy one thanks to rotating around circles.
- Crossroad- Like trying to navigate a room with Hot Wheels all over the floor. Feels like the obstacles should be bigger.
- Mix- It's alright.
- Moving Blocks- It's hard but fair.
- Solar Web- I know I've been complaining about density, but this one is dense but fun somehow.
Viewing post in Steady Hands: Precision in Motion jam comments
Thanks for the feedback. I’ll investigate the 45-degree issue .there may be something off there.
For the clock, it’s intended to have a fixed rotation, but it's possible there's a bug. I’ll take a closer look.
If you want to experiment with normal pendulums, Look at ghost flame.
Level 9 will have fewer , bigger bullets
The most complex and interesting levels come right after the ones you played.
I had some time to kill so I played some of those other levels, and yeah they're really cool!
- Snowstorm and Vector Field both had issues where I would respawn and then immediately die.
- Eternal never let me return back to the level select- I had to refresh the page to go back.
- Stars is another one that feels really cool but the acceleration felt off? I don't recall any (noticeable) acceleration on the other levels.
- That collision issue might be because of the instant restart. Godot tends to run physics and frames seperately, so if the frame isn't showing the latest physics where there is a collision, this might make it look off. Maybe like a hitstop death animation would fix it and add juice?