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(2 edits) (+1)

Often got stuck in situations where 3 photons got stranded in space, so the photon gun stopped shooting. I didn't want to reset because I didn't want to redo all the work of moving the stars (?) back into place. The result is that I couldn't really experiment, I just have to know exactly where to place the stars, and move them there quickly so the photons don't get lost while I'm moving things around. Really what I wanted was a continuous beam of light that reacts effectively instantaneously to my changes, and stars (?) that wouldn't drift while I wasn't holding them (sometimes I thought I had the perfect placement and then it changed by itself without my input).

Screenshot of me basically stuck:

I really enjoyed the clean and minimal UI, and the particle effects are very satisfying.

Sorry for that :(    The game was tested twice and this bug wasn't be found... 

Star has a little inertia, which makes it keep moving a short distance after you release it.

I tried to make the game look better with particles, because I am not good at drawing, lol

Just curious, was the photon limit due to performance? I feel like most CPUs these days should be able to handle updating more than 3 entities per frame. Assuming they only interact with a small number of stars. Also why do the stars have to be physics objects? They basically aren't affected by any force right?

the photons limit is because I set small push force between photons. So if I don't set the limit, the photons will fill the box then the puzzle will be solved naturally.  The reason why there is push force ... maybe it will encourage players to make a steady path?

Actually. the stars are only dragged by MOUSE and blocked by walls. They are RigidBody in Godot, and I simply give them a friction, which can stop them when you not drag.  you can call it effiency or lazziness.