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A member registered Feb 07, 2019 · View creator page →

Creator of

Recent community posts

Uh-oh. I didn't think I'd get on the leaderboards... and, uh, you can probably see why.

Yeah, the empty room in Dragon is way too much of a difficulty spike. It should definitely be saved for later.

Puzzle Juggle Trouble community · Created a new topic Speed

I'm having a lot of fun with this game! The one problem I have (other than lag) would be: speed levels.

The fact that in Arcade Mode, speed is for lines and complexity is for squares makes it so that doing both is kind of suicide? In addition, I don't really think speed levels fit this game. I find Time Trials to be a lot of fun without them.

If you do keep speed levels, please find a different way to implement them.

Got it, cool. Looking forward to seeing what you come up with!

Fun game, really enjoyed! A few suggestions:

Mouse OP, pls nerf. (Legitimately, though, mouse is just WAY too easy to use.)

The sound for hitting your side is really weird. Wouldn't it make more sense for it to be kind of a clacky sound rather than a whoosh?

It seems like the ends won't bounce if you don't hit the wall with any speed, which is pretty janky. Doesn't happen often though.

Achievements! Something like "beat a level without banging your side" or "collide X times in 5 seconds". I think it would give some nice replay value.

Perhaps different types of terrain, or physics-affected terrain?

Things I would like to see more of:

Shortcuts. Spices up speedrunning and is just fun to attempt!

I like the song choice! Really ensures the player won't get frustrated. I could try to make a song for this game, if you want?

The level design somehow manages to amplify the fun of the main mechanic! Not sure how you pulled that off, haha, but keep it up!

I disagree, the bouncing is fun! Once you learn to control it, it's very useful too. I do agree on the speed limit, however. Perhaps they could not have an explicit speed limit, but instead make it harder for them to pick up speed the faster they go?

The splitting was probably really hard to program in the first place, so it's completely understandable that more than half the glitches are because of it.

Great fun to play! However, I would like to mention a few bugs and oddities:

Oddities:

1: If you die close to your spawnpoint, you get extra time before the enemies move.

2: The walls' collision is way rougher than that of the enemies.

3: The enemies don't have a speed limit. They probably should.

Glitches:

1: When splitting, enemies can get trapped inside other enemies. This leads to erratic movement that is actually quite fun to play against. Rarely, these enemies are so similar in size that they forcefully eject each other at lightspeed. <Personally, I would be delighted to have a mode where one fights against these, or even possibly a fight editor that allows these.>

2: Alternatively, when splitting, enemies can interlock. This usually leads to them forcefully ejecting each other at lightspeed across the arena.

3: Another thing that can happen when splitting is a red ring either disappearing immediately or flying off the screen, causing the enemy to remain both oddly shaped and invincible. 

4: Sometimes, the bullet will go directly through the enemies without damaging them. This happened way too many times.

5: If your bullet is too close to the wall when you leftclick, you may find yourself blue for a very long time. Every time I encountered this glitch, I managed to escape. Once I won a stage using this glitch.