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Thank you for your feedback. I'm glad you enjoyed the game.

I noticed this bug as well yesterday while I was de-spaghettifying the code. It seems I was resetting the number displayed at the top upon restarting, but not the actual internal flag count. It'll be fixed in v0.2, thanks for reporting it.

As for an alternate camera control like that, I hadn't thought about it. In my experience it gets tricky to navigate tight spaces with controls like that (in programs like Blender), but I suppose most of the levels here don't have that. I thought a while about what control scheme would work best, and I think something like what you described would work best:

Camera is stationary by default, and any tile in view can be clicked. Holding right mouse lets you spin the camera around some orbit point (initially at the center of the level). Holding middle mouse lets you pan the camera perpendicular to its view direction, which also moves the orbit point. Scroll wheel would allow the camera to move closer to or farther away from the orbit point. This can be combined with the flight movement for finer control if need be.

Does this sound good?

(+1)

I feel like being able to move the pivot point with RMB is too convoluted. Maybe moving with WASD+QE moves the pivot point, LMB checks if tile is a mine, RMB flags the tile, Scrolling zooms into or out from the pivot point, and middle mouse button pans around the pivot point. I think on most normal shapes just being able to pan around should be enough, being able to move the pivot would only really be necessary on custom boards.

Ah, I see. I misunderstood what you meant by panning originally. That does sound much nicer, and would avoid the issue of RMB doing two things. I could also add the ability to double click LMB for chording (which iirc Win7 minesweeper did), so middle mouse is free for camera movement

That would be cool!