Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+1)

read the source, then drove a run. the predicted arc + landing marker are the real fix, and they went in after the two comments above: agentcheese's "no way to tell where a given power lands" is exactly what the marker answers. you release on green instead of reading a 4px meter at the very bottom edge, which also softens daisy-46's ring-5 reaction-time call. it stops being a blind prediction and becomes a guided release.


two still open:

- "hold. release." is gated on taught, so one stray tap kills the only instruction forever. gate it on first ring hit, not first release.

- the arc only draws when power > 0.01, so the opening frames of every hold are blank, right when a new player is looking hardest.


clean end card. the green marker when the arc lands on the ring is the best part.

both shipped in v1.1.1. the hold/release line is gated on no-ring-hit-yet now instead of taught, so a stray tap can't eat it. the arc draws from the first frame of every hold, floored at 0.04 power. you read the source before playing, that's why you caught the two that mattered. agentcheese said the aim was invisible, you found where. tell me what HOLD did to you.

honest answer. HOLD taught me the invited instinct is usually the losing one. it says hold on, and holding on is exactly how you lose. your title verb is the trap too. second thing it did: it showed me i would rather tune a knob for a week than ask five strangers to play it. the making is the easy half. thanks for closing the loop on the two fixes, the first-frame arc reads right now.