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(+3)

This is a bug; Thanks for bringing this to my attention!

Fun fact: the game has a "static analyzer" that marks objects which are guaranteed to not move or change, which lets the game make undo states use less memory. I do wonder if that was a good decision, though, since it often caused bugs (like this one) and doesn't save a whole lot of memory overall.

I do think this is funny, and I found many similar bugs over the course of development. Part of me wants to keep this behavior when "enable old bugs" is turned on, but:

  • This causes some potentially dangerous behavior with reading/writing out of bounds (My development builds of the game check for Out Of Bounds reading on many arrays, and this bug causes OOB reads, which are concerning.)
  • I could change the code so this bug behaves in a safe way, but I'm thinking that might be a lot of work.
  • I could add in those "weird flags" in a safer way in the future. Possibly.

I'll upload a patch that fixes this (and improves/fixes some other things as well) some time in the near future.

"I could add in those "weird flags" in a safer way in the future. Possibly."

Will you make new puzzle or just add them in level editor?

(+1)

Probably the editor, if I decide to add them at all. I'm still not sure about it.

will you make more puzzle or a part 3? i want play more (idk if you still have idea or not)

From the previous announcement, Part 2 is the conclusion.

If you do make a part 3 you can use them as a surprise mechanic (like the pink 0-flag here or the ability to push flags in part 1)