As long as this is the same version as Game Jolt's, here's the solution for 'Easy 11':
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Thanks for the bug report.
Numpad's enter works normally on Linux, but I just tested the web build and it didn't work there, so there's indeed a bug in that version (and I guess that's what you played)... I'll look into it later.
You can select "mode B" to control a character with the arrow keys, but this mode has the actions mapped to X, C and V, so it's not ideal for controlling both characters by yourself. Setting a characters to "mode A" (WASD + space + left shift) and the other to "mode D" (UHJK + L + G) may be a better option, since NumEnter isn't working...
If you have a dual stick gamepad, I highly recommend using the gamepad's "mode C" for a characters and "mode D" for the other. This maps all actions of a character to the left hand (left stick + left shoulder buttons) and the other character to the right hand (right stick + right shoulder buttons).
No problems at all. This game is too good and I had to give some feedback. :)
About cycles in levels (if it isn't clear on my P.P.S.), going back to the main menu and continuing does reset the level to its original configuration. So, this feature is already in the game... it's only kinda hidden. ;) From this, it's mostly a design decision: do you want people to memorize levels or do you want them to react? In my opinion, the latter is more interesting for casual players and, at times, even for speedrunners (at the very least, for viewers).
I may eventually record a run of this game and try to make a leaderboard with it. I'll definitely let you know if that does happen.
P.P.S.: I also take back the global cycles... Going back to the main menu and continuing resets the stage back to a common initial state...
If only I could select which button toggles in/out, this would be perfect!
This is amazing! Can't wait for the finished game! :)
I do have some feedback, though:
- I would accidentally grapple mid-air when trying to boost by jumping as soon as I touched the floor. Allowing players to disable "jump to grapple" would solve this.
- Toggle-in/toggle-out felt really backward to me. I did read the other comments, but since I haven't played Umihara Kawase (I know, I'll fix this mistake eventually...), the current scheme wasn't what I would intuitively expect. So, this could be configurable as well.
- Make cycles global: I'm a big fan of speedrunning, and having cycles continue from when you died makes it harder to plan your movements. At the same time, I can see how this forces players to improvise, instead of simply memorizing the path/movement... This is really a game design decision, so I can see how it's up to what the developer would expect.
From what I could tell, most of the levels were designed in a way that you either have to interact only with a single block or there's another block that may be easily used to set the magnet's direction. This works well in most cases, however, I ran into some issues in level 8...
In my particular solution for that level, I had to push a block downard, but trying to activate the magnet would attach it to the wrong block. After a lot of trial-and-error, I did succeed, however I was quite confused about how the game decides the direction in which the magnet will turn.
After testing it, I got these two different results for the same apparent "command":
Simply activating the magnet before of after the movement changes which block the magnet turns torward. This isn't ever clearly explained by any level (at the very least, I was able to complete every other level without fully understanding this).
It gives a somewhat "random" and uncontrolable feel to the game, which is quite undesireable in a puzzle... I don't know whether allowing the player to manually set the magnet's direction would be a good idea; the game seems to have been designed around this restriction. However, it seemed troubling in this particular level...