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(+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...

(1 edit)

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?