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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.

A similar case to the Balloon Cake: doing a running jump is lower-height than jumping straight up without horizontal movement--and by a full unit, too. I'm guessing this is a side-effect of that same "move the player down when walking" code?

That one sounds extreme enough that it might be on purpose (conservation of momentum and all that), I'll have to look into it. And you're 100% certain it's not because of releasing the jump button early when doing the running jump? (There's variable jump height so doing that will give less than a full jump)

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I am 100% certain. I even tested it with all of the characters, and they all get their jump height reduced by ~18 pixels running vs standing (except Sugar, whose reduction is only 9 pixels). You can try it yourself with the third coin group in the first level; it's easiest to notice as Yal since he ends up being unable to reach the coins at all instead of barely reaching them like the others:

I can record a video, too, if you want, so you can see I'm not releasing the button early.

Perfect, having an easily reachable test case will make it easier to verify it's solved.

Update on the dialogue font being different sizes sometimes: the cause is changing the "Screen size" setting, which drastically affects the text beyond intended scaling (even/especially if the game is in full-screen):