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(1 edit) (+1)

Nice promise just my "dead" Characters doesn't do exactly what I was doing and the controls don't feel responsive.

(1 edit) (+1)

Hi Krapfen, thanks for taking the game for a spin. Currently the ghost movement is handled by an instruction list that plays out the button presses as the timer runs. I think even with stable 60fps there is still some "spillage". I don't want to save absolute positions so that the ghosts can still be influenced by later runs. For example if they are standing on an elevator. The logic for the breaking of blocks also needs to be checked.

Bottom line, there needs to be a set of reliable rules for this concept to work. Cheers for your input!