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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):




Ah, that explains it (I've been testing in 2x / fullscreen all this time).

There's a different font asset for every size / screen resolution combination, but they should be the same ACTUAL font just at different sizes. So something must've broken with that when converting them to SDF rendering.

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Stumbled across more typos in the bestiary: 

  • Zombie's description says "they are brittle and easily falls apart" but since it's plural, it should just be "fall" without the s. 
  • Necromata's description says "The only who remain" instead of "The only ones who remain"
  • Goblin's description says "A type of imp that live underground and attack in great numbers" but type is singular, so it should be "lives" and "attacks." Also, if goblins have more than one weakness, you might wanna change that word to "weaknesses."
  • Tengu's description says "A bird daemon that love pranking" instead of "loves" but if you wanna change it up a bit, you could always make the noun plural and say "Bird daemons that love pranking" instead.
  • Giant Pirahna should have a comma between big and carnivorous. Also, I'm not sure "feel" is the right word to describe their blood-detection powers; maybe "sense" or "smell"? Oh, and apparently it's spelled "Piranha" with the h after the n, not before.
  • Bomb Girl's description says "the only foolproof way was having human-controlled detonation" which I guess technically works, but again, it would be more natural to say either "having human-controlled detonations" or "having a human-controlled detonation"
  • Human Rocket: "The rocket suits allows" should be "suit allows" or "suits allow"
  • Fireworks Girl: "fireworks brings" should be bring.
  • Sand Queen: it's spelled pharaoh, with an h at the end. Plus, I'm pretty sure it should be "regard for her subjects"
  • Dan Maku: I suspect that "While" should be a "When"
  • Mr.44: "the BROX cognition" could technically make sense depending on what BROX is, but the stray apostrophe in the current description makes me think you meant to say "the BROX's cognition"


Also, I think the kill count for Soaker Girls and Water Balloon Girls are accidentally swapped. I have a save file where, of those two, I only killed Soaker Girls, but it was Water Balloon Girls who became unlocked in the bestiary while Soaker Girls were nowhere to be seen.

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Oh, one more thing: I know this is counterintuitive, and I myself have made this mistake a few times, but it really is spelled "bestiary," not beastiary.

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I was a bit rushed with my last two posts, so I neglected to mention that the last part of Mr. 44's entry is rather awkwardly phrased and kinda hard to understand. I think a better way to say it would be "to study the BROX's cognition, such as its combat ability and how it handles human interaction in real-life scenarios." The Oxford comma gets removed since the restructuring means there are only two parts referring to the studying of its cognition rather than three parts referring to the studying of BROX in general. Also, the shorter, less-detailed phrase gets moved up front since it reads easier going into the longer phrase rather than the other way around. Lastly, I rephrased the bit before "human interaction" to avoid using the word "ability" again so soon after its previous use (it's not grammatically wrong; it's just a pet peeve of mine).

Oh, and depending on what BROX is, you might wanna swap out my it/its for he/his. I just made an educated guess that since BROX is something artificial with prototypes, it could become either a male form (like Mr. 44) or a female form (or non-binary, too, I guess), but this is your story, after all. Also, I was convinced that BROX/Mr. 44 was a robot or something, but rereading the description showed me that there's not really much evidence to support that, so I'm not sure which pronouns would be appropriate.


EDIT: Rereading Dan Maku's description, I'd like to correct my previous correction to be "When he's" instead of just "When"