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CODER-J

9
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3
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A member registered Jul 07, 2023 · View creator page →

Creator of

Recent community posts

I'm glad you enjoyed it! 

I would have liked to add some audio, and I actually had a soundtrack I wanted to use but decided against adding a potentially web incompatible library for it because 3am... I might also go back and adjust the instructions. The level select UI in particular is sort of terrible since I rushed to complete it on the last day without any UI framework whatsoever, and only then could I even design the levels. The person I showed it to the day after I submitted it didn't even realize they were supposed to click "new solution" to start. I probably should have just used "next" and "previous" buttons within the solution editor, a "switch solution" button/interface, and a "switch world" button to go between A, B, and custom levels. 

I am in fact a Factorio fan. The mechanics are based on a power/crafting system in a Minecraft datapack I made a while ago and never got around to sharing with anyone (maybe this is confirmation that I should consider it... 3d also brings something extra to the splitter puzzles). 

Speaking of Factorio, and totally off topic, I really dislike the way it handles pressing both left and right at the same time. No matter which one was pressed first, you go right. In Minecraft, you don't move at all (reasonable but irksome to me). In Celeste and by inspiration this game, the most recent input is used. 

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I like that the shooting spread upgrade makes it desirable to get very close to enemies to deal damage. OP upgrade stacking isn't as much of a problem in this game as it is in others since they get turned off while charging. 

Edit: In that regard, the hull upgrade is the most over powered, since when at a high enough level you literally cannot die just holding space. If the excess hull beyond the initial amount was temporary it could resolve this, albeit with the caveat of making it even harder for less skilled players.   

I just realized I never explained the requirements for leaving the editor in the instructions! Every part has to be connected to the core.

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Press tab or enter (final item of the first list in the instructions). 

I love this game! Linux/Mac builds would be very much appreciated, my computer couldn't manage for long with the web version. 

I like the balance of picking up certain kinds of gems over time. It gets a little repetitive (to be expected), as there aren't many things to do differently each time once you've found a good route. 

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The cutscenes are cool. 

The gameplay is lacking in mechanics to keep things interesting. I wish there was something more than a down-to-the-wire timer to make gameplay difficult. You can't even get to the end faster with good technique, because so long as you hold forwards and don't hit a wall, the player moves at the same speed, so it feels like the game is trying to punish you for imperfection, which I do not enjoy. 

I like the player sprite a lot, but even a single frame for being mid-air would be a major improvement over continuing the walk cycle, maybe even one for when moving up and another for moving down. The spike sprites should be a higher resolution to match the rest of the world. 

This game only works on windows. Please remove the linux and macos tags from the download.