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(+1)

some things to fix:

- in settings I don't know which quality is selected (mark it like when you hover)
- change crosshair when hovering on items/people you can interact with
- pressing escape brings menu but pressing it again doesn't hide it
- scrolling through items is weird (like they appear in order that you collected them but scrolling is in fixed order or something)
- third level note about activating should be on second because you have to activate bomb
- fifth level note should be "cube" not "kube" and "can" instead of "kan"

Also have this video

In the video you can see:
- after interaction you can move (WASD) and only after hovering at the same object that initiated text it can be closed
- after interaction you can move your camera while having your mouse button pressed
- after interaction you can press ESC and RESUME and you can move around freely with text on screen
- contraction and expansion are calculated wrongly (in a way that balls you throw bounce when they should work)
- pressure plate works weird (but I don't know how would I make it through if it didn't)

If all your levels are as short as those in demo then I don't agree about making more checkpoints, I think it's fine as is. 

I really like your game, it has some potential for placing it among such games as portal and the witness (you know, the big boys games). 

Thank you for your feedback, I will look into these issues.

Kube is actually just me trying to make the cube sounds special but kan is a spelling misstake.

"contraction and expansion are calculated wrongly" Does this happen when you spam the primary fire or always?

Does this happen when you spam the primary fire or always?

You can see this in the video 3:21 I don't spam any button and yet the ball bounces off and later you can see that I make it shrink all the way down because earlier when this happened I found out that this helps. But I've been spaming sometimes and this would also happen. For me it looks like it happens randomly. 


I can only blindly guess. This problem could happen if you have code like:

if (size+change_in_size < max_size) expand;

but the initial value is bigger than max_size - 2 * change_in_size. (because it happened with clean loaded level).

That shouldn't be the problem since I only look for the size of the x vector and that starting scale is always 1.

I think this has something to do with the deltatime not workin properly since it worked for both me and another player.

Do you know your ingame fps?

(1 edit)

I found the problem, it seems like the final vector value wasn't clamped. It will work like intended in the next patch.