Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

Architector #4

5
Posts
2
Following
A member registered Jun 09, 2020 · View creator page →

Recent community posts

No, I mean, it points the red side to the target correctly, but when there is no target set it points to the south instead of north lol

(1 edit)

Yes, just did it by plugging it in Python. It seems to plainly just allow turning the setting off.


Make sure to obey the 2 digits of precision rule and don't add more than that though! Didn't work unless I did that.

...Is there a way to flip the compass the actually correct way by default? The blue side points to the North now, or away from the target set in the console, and it's annoying because the former doesn't match up with the paper nor the digital map.

(1 edit)

It's really neat! But here's a load of long paragraphs of things I found troublesome and sometimes suggestions on how to fix them.


The camera movement can be annoying, especially with larger levels. It keeps falling behind the player character, only showing where the player was, instead of staying centered or moving forward t
o show where the player will be, like in Super Mario Bros. That'd be nicer!


The game seems to intentionally disallow switching the magnet polarity too quickly. This can be very annoying if you just want to switch it to + and then back to -: if you do the second switch even just a frame too early, it just ignores the request completely.

Maybe buffering up to one switch would be a nicer strategy, if not removing the polarity switch delay? What about just making the magnet completely unmagnetized for half a second after a switch, ramping up to full power slowly, if you're afraid of players exploiting rapid switching?


I feel like it'd be nice if there was an option to aim far throws using WASD keys instead of (or in tandem with) the mouse when using KB/M, though that's probably personal preference.

I like how SuperFighters Deluxe handles its keyboard-only aiming: you either just shoot without aiming straight forward while walking around, or, when in the aiming mode, you use A/D to turn left/right, and W/S to change altitude.

You also have both aimless throwing and aimed throwing here aswell, so it might be worth using this kind of a system or offering it as an option.


Why such a long and drawn out loading screen with a wholesale prolonged fadeout/fadein animation? It's a very simple 2D game, and we aren't in the 1990s where that was necessary?


In the hub level, it gets progressively more annoying with each level to have to go all the way to the next level from the very start, because the next levels are farther and farther away from it.

Also after completing the levels, the screen above the appropriate garage door just goes blank. Maybe a checkbox is in place there? Or the level ID, like "H1L2" (Hub 1 Level 2)


In H1L6, it feels unfair that the hatch door's attractor does not attract the huge block, but the ceiling attractor does. Upon closer inspection I realize it's because the block is just a tiny tiny amount larger than the space in which it could be attracted in, but it still feels unfair. So far in the game, I hope I won't find that polarized blocks don't get attracted by hatches with attractors!

And in the same level, if you go up to the block while it's still on the ceiling, it also feels unfair that there's enough squeeze space just below the block that the drawn character can most definitely squeeze through, but it doesn't work. Now I just want a crouch function! :(

The last two are probably fixable by different level design that does not raise those questions in the first place lol


Also very slight visual complaint: the pixels of the game sprites (specifically the very edge of the walls) don't always align with the screen pixels, which can produce mismatched pixels. If you aren't going to have anti-aliasing enabled (which I think is better not used in this case), try using some math to keep the camera's position aligned such that for each screen pixel there's exactly one world pixel. Playing in 1920x1080 fullscreen.


Speaking of fullscreen, maybe this is a bug with WINE (I'm playing on Linux; export your game to it too please!), but the game seems to insist to be in 1920x1080 unresizable window when in windowed mode, and then force resizing the window to any sizes not in 16:9 aspect ratio breaks visuals pretty bad.

The game seems to be designed for 16:9 only, with the full UI (retry/switch polarity "buttons", the hint, and everything) being still rendered on the main menu and in the hub, just pushed offscreen.

The long-winded transitions reveal themselves to actually be long-winded and unnecessary (the game world is just sitting there ready while the thing does the whoosh) by not covering outside of the 16:9 region, the main menu's scrolling background magnets appear and disappear, and so on.


From this, a funny bug that affects even normal players: if, while in the hub, you hold R, the restart "button" starts scaling up while no actual restart is happening, so it just keeps creeping onto the screen, growing endlessly bigger in size until you release the key lol

This! I know there are compatibility layers, but with Unity being a heavy engine by itself (yes, even for such 2D games) and some people's hardware being slow, it's nicer to have a native version to play.

It comes at no cost with Unity either, to my knowledge you literally just have to click that one additional checkbox to also export it for Linux. Why not?