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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?

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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...

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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.

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I hope you're not feeling too down about all the problems I keep posting. As I said before, I think the game is good, and I really like it. I did find a couple more issues, though:


1) If I use the Hikkori Skull's phasing power and redirect my trajectory upward into a ceiling, I'll sometimes get stuck and stop moving until the phasing phase is over.

2) Another very minor graphical issue, but the purple smoke from the Hikkori Skull's phasing power is layered behind doors.

EDIT: Just noticed a typo in the ending: you wrote "rethorical" but the correct spelling is rhetorical.

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I don't think I've ever gotten this much detailed feedback from a test player before, but I wasn't expecting to have hundreds of tiny things to fix in a project I released half a decade ago... :P

(I'm adding all these things to my todo list even if I'm not acknowledging them with commentary)

Good to hear. 

By the way, I forgot to mention another grammar mistake I noticed in the ending: Lloyd says "needs of the many is" even though the subject of the sentence is needs (plural), so that "is" should be are.

One more thing: the Big Hikkori snakes in the final world seem to have a hitbox issue. Their faces are harmless (even as far down as their mouths), but their tails seem to hurt you before you actually make contact with them. Did the hitbox get misaligned at some point after testing them?

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It's very possible, I'll need to look into it.

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Just encountered a glitch where I hikkori-phased into the finish line and my character turned invisible until the game went back to the world map. I tried recreating it a couple times, but was unable to, so it might be one of those frame-perfect glitches where you have to beat the level right when or right before you transform back or something.


Also, I didn't mention this when I first posted about v1.0.8, but every now and then, the game won't boot into fullscreen properly, instead being misaligned down and right. Exiting and reentering fullscreen fixes the bug, so it's not a huge issue, and I also suspect it's on Game Maker's end because this never happened to me while playing v1.0.7.

EDIT: One more glitch: I entered a door right before I got hit by a projectile and died, but then the other room loaded and I was fine. I even had full health again, even though I was just one hit away from death beforehand.

Hey, I just noticed an odd quirk with the Balloon Cake's power: if you're floating and you move forward, you fall a bit faster than if you float down without horizontal movement. What was your reasoning behind this decision? Not saying you should change it; I'm just curious.

That one is a bug, it's not an intended mechanic. I guess it could be related to the code handling slopes? Every horizontal movement starts by trying to move you down, it should ignore aerial states but maybe something is weird with balloon floating.

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In the Sound Room, you mentioned being concerned about Rocket Rise being monotonous, and during my playthrough, I did start to feel that way about it. What do you think about using The Road Warrior for the cloud-tileset levels instead, leaving Rocket Rise for the skybase-tileset levels? I think it would work nicely for those levels as well as use a previously unused track. At the very least, I think it would fit Very Long Fall in particular. 

EDIT: Speaking of Very Long Fall, there's a hole in the bottom-right wall that's plugged by an invisible wall, but previous levels have taught players that they can jump into those gaps by holding down to duck. This means the fake gap implies a secret area but is actually a cheap hit. Please plug the gap with regular, visible solid tiles instead.

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More Sound Room typos: 

So, I looked it up, and the correct spelling in English is actually "Minuet," with an i. "Menuet" with another e is the French spelling. Also, Dr. and Reaper should have a space between them just like Mr. and Lloyd should in the intro.

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A couple things I forgot to mention before:

- In the vertically-wrapping room near the end of the game, moving into a wall while falling past the wrap-point will kill your vertical momentum as you almost land on the ceiling block. Do you think extending the walls vertically out-of-bounds will result in a smoother fall?

- The change-log says that coins now refill your magic meter a bit, but this is true only for loose coins. Activating coin blocks doesn't change the magic meter at all. Was this intentional? 

It was not intentional. I forgot coins collected this way are a different object.