Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(4 edits)

Wow, I just barely missed you with my last comment, huh? Anyway, I discovered another glitch: if you speak to an NPC while using the Hikkori Skull's phasing power, you'll still be able to move around and jump while the dialogue box is on screen. Granted, the Hikkori Skull is rare enough that most players probably won't ever encounter this minor bug, but I thought I'd let you know anyway. EDIT: Also, doing the Hikkori Skull glitch while entering a door turns the player invisible until the next room loads (so only a fraction of a second). 

I guess you could always just put this in your "Known Issues" thread if it's too much work to fix for too little gain.

EDIT: Also, is it just me, or is there no tutorial for panning the camera up/down? I only figured that out after I kept running into surprise death-falls in levels like Monument Valley and Massively Makeshift Bridge, but I had just assumed I forgot about that mechanic at the time. However, looking back, I don't think the game ever explicitly mentions its existence, so it'd be nice if you added some text explaining it somewhere in-game.

EDIT 2: You said you didn't change Yal's world 5 convo because you forgot to add it to your list. Did the same thing happen with removing and replacing the invisible blocks in those two levels that still use them, or did you simply disagree with my criticism?

(+1)

Both of those glitches probably could be fixed by disallowing interactions specifically in the phasing state, the codebase is such a mess I didn't really do proper state machines with behavior packages so I'm pretty sure interactions are handled entirely in the NPC / door objects instead of only being done in player states where they make sense.

I'll look into adding NPCs to those levels telling you about the mechanic, it's something I added pretty late so I might've just forgotten (the view being shrunk was a side effect of switching from 480x272 resolution to 640x360, normally it uses 320x180 because things just get too small when in zoomed-out mode so it's exclusive to multiplayer mode when players are far away from each other)

I could look into adding a new option to always have the camera zoomed out though.


I ignored the invisible block feedback since I don't want to completely trivialize the challenge by removing them, but if you insist I'll figure something out...

(6 edits)

Thanks. To clarify, I wasn't asking you to replace them with trivial challenges, but rather simply challenges that the player can see upfront. Like I said before, you have to be very careful when introducing and building upon invisible blocks, to the point where you basically have to design the whole game around them and use them frequently in order for them to be intuitive and fair, especially if you're gonna use them without hints. Not even Lost Levels could pull that off perfectly, so don't feel too down about it. 

One example of a potential replacement could be: for Load-Bearing Grid's first painting, below the bottom jump-through platform in that shaft, add one extra jump-through platform that can only be reached by jumping from the item block. Then, you could add a spike on the left side of the new jump-through block so that a simple running-jump wouldn't be enough, and the player would also have to slow down at the right time to land safely. That should be non-trivial enough for world 3, don't you think?


EDIT: Oh, and just in case this also needs to be specified, the shopkeeper sometimes calls the name of his store something like "Jason's powerups" or "Jason's quality powerups," which would require the p and q to be capitalized (watch your p's and q's! ;P). I guess it could be one of those slogans where the name of the store is just "Jason's" followed by listing one or two things the store sells, but then there'd at least need to be a comma after Jason's.

EDIT 2: Discovered another Hikkori Skull glitch: if you run into a wall while phasing, you can reliably phase again in another direction. I guess you won't fix this one since you said you're okay if something's unfair in the player's favor, so maybe keep this in mind for the sequel since it lets you expand on it by allowing for makeshift wall-jumping.

EDIT 3: Okay, okay, get this: I noticed a couple grammar mistakes while rereading the 1.0.8 launch post. In the first paragraph, you say "flaws that's been" instead of "flaws that've been," and in the second paragraph, you say "these changes trends towards" even though a plural noun (changes) means the verb (trend) should not have the added s at the end. ^__^ EDIT 4: ...and on that same topic, I just noticed that the store's description of the Blood Violet says "enemies that loves" instead of "enemies that love"

Oh, and before I forget again: I really wasn't a fan of how the solid-white room near the end of the game had coins in unreachable locations. Even though I had gotten all the notes in that level, I thought maybe there was another key in that world or something that the coins were hinting towards, except no, I ended up falling to my death. Please remove all the coins that are below the platforms in that room, then lower the three coins in the top-right so they can be reached.