This is a very good game, loved the animations, the music, the idea, and more. I find it very tough to find my way through and I keep dying cause I don't know what counts as a death tile. What I would do is make like a mini map or direction hints or something to help guide the player to where they should go, and also make some sort of visible barriers or outlines that makes us know what can kill us. All and all, it's a great game and I feel like with little adjustments, this game can be like those games where a lot of youtubers and speed runners attempt to get the fastest score. Keep it up and thanks.
Viewing post in Hollow Morph jam comments
So a Mini-map was proposed to me on like Friday... I turned it down due to scope / being able to test it. I however do agree it would have been a good addition.
I have a patch coming after the rating period that should make things a bit fairer. You'll get a new keybind that if you hold down while small you can zoom out and see the room you are in. I hope that will alleviate some issues.
For now the work around is to play fullscreen! Cheers!
Thanks for playing! Yeah, there are a few issues. We need to figure out a better way to tell the player that the rope tile is not safe. The rope tile is supposed to be a trip wire. But when you are small, it shouldn't affect you, and you can use the ropes to cross things. The lily pads you can stand on when you're small, everything else is dangerous.
I like that. All is great and you should give the player a heads up when they fail, and btw I found out that pressing E interacts with objects but I couldn't find any, maybe when he gets close to it do like a pulsating E key so we know. Again thank you for the great game and ideas and good thinking. Keep up the good work.
So we used to also be able to pull blocks.
There was an issue with how I wrote this logic that caused no small amount of headaches. On a sheet of paper my idea was the easy solution.. Turns out Godot was like "No. I don't like that."
It was only after release I thought of a potential better solution, but its now too late, and none of our puzzles were designed around being able to pull a block, so its not a planned feature.