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(1 edit)

I'm really glad you enjoyed. And thank you so much for your detailed comments.

I have just uploaded an updated zip that should fix the two bugs you raise. As you imagine, quality control with all these events is a nightmare. By necessity, it's just a process of endless iteration.  

Happy to hear the map was a hit. I built that on Saturday morning, after a good friend played an early build and declared that the ship was confusing to navigate. (I, who had spent dozens of hours putting the ship together and therefore had no difficulty whatsoever navigating it, was naturally taken entirely by surprise.)

If you're curious, the logic for this map is simple and rather brute-force. Each deck is divided into several rectangles, with an overlay image attached to each rectangle. When the player opens the map, a foreach loop runs through the array of all overlay objects and activates only the one matching the player's  current position (it took me almost 2 hours just to get the exact values for these vectors right). This is a low-tech technique, but the result looks very smooth for a rectilinear "built environment" like the interior of a spaceship.

It sounds like you got the "best" (canon) ending. I still really enjoyed writing the other endings, though--they bring out different aspects in the relationship between the characters  in the Epilogue. The "bad" ending might even be my favorite.

Thanks again for trying it out and leaving so much helpful feedback!

Edit: The collider issue is somewhat harder to address. I've been aware of it for a while, but the answer eludes me still. :)

(+1)

About that collision thing, not sure if this is the case for you, but I had a similar issue a few weeks ago when using Unity's tilemap system. I believe the fix was to add a "Composite Collider 2D" component to the wall Tilemap and check "Used By Composite" under the "Tilemap Collider 2D" settings.

(+1)

Thank you for the suggestion!

I am already using a Composite Collider for the wall layer... I believe the problem is being caused by the doors, which are not part of the tilemap grid.

I'll keep digging into this...