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(+1)

Really good work - everything fits togetherto create a distinct and coherent feel (could I be any more vague?) - the color palette, the out of focus surroundings, the ambient sound FX all just seem right. And so for the first couple of levels you think "oh nice, a pretty zen puzzle platformer"... Three mins later: "I WAS SO F****** CLOSE THAT TIME!!! WHY DO THE GODS HATE ME SO??? JUST ONE MORE TRY..."

It does still have that feeling that sometimes as a player you're being defeated by the physics engine as opposed to the challenge created by the developer - but that happens in games that have been tweaked and balanced for months/years. To get to this stage in just two weeks is really impressive.

Thanks for the awesome feedback and for taking the time to play it Rev, I'm happy to know that it was able to create the feel that I wanted it to have :D

The physics doesn't help sometimes, I still need to do some tweaking in order to get it right. Any further detail about aspects that I could improve upon regarding the physics? 


Thanks :D

(+1)

<Plays game again to try and figure out whether he was just being lame...> I think it is the way the left and right controls work - the fact that even on the static base level moving left and right also moves you "outwards" - where if you just hold down left at the start you move in a slow spiral outwards until you fall off the platform. My brain  expects it to move in an exact circle around the totem - even though though that isn't remotely realistic.

Once you're on a totem platform it feels absolutely fine that you're being thrown outwards by the force of the spin - where if you jump straight up and down a couple of times you end up falling off the outer edge of the platform. But when you combine the two factors in a jump to the left or right from one platform to another my brain seems to fall over trying to account for both factors at the same time - the outward motion from the moving platform and the extra outward "kick" from holding left or right.

I guess most of this is down to me having certain expectations from a lifetime of unrealistic game physics rather than anything "wrong" with the game, but yeah, that was the best I could come up with (other than me being lame...)

Did I mention I'm really, really bad at giving short answers? I probably should have said that first...

Oh, and a couple of times on the fourth level I managed to wedge myself between two of the wooden discs :D

Thanks for the valuable feedback.


I agree, since I'm using the default physics, it retain the speed of the previous movement, which makes it slowly moves outwards, I need to try a few things to see if I can fix it while still moving using the physics instead of moving using the transform