I wish it had some audio, but my game has barely any audio, so I get the struggle LOL
Gryyre
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Yep, unfortunately the rabbits have a problem with the way they’re coded: they’re supposed to activate slightly offset to each other based on what ID number they are. This was supposed to be for performance, so that the game wouldn’t lag from a lot of enemies all activating at once. But I didn’t realize that their IDs would increment including previous floors’ now-deleted enemies, so later floor enemies take a really long time to activate. Ex: a rabbit with an ID of 50 would activate 1.5 seconds after starting the floor, but a rabbit with an ID of 400 (which would be around floor 6) would take 12 whole seconds. I had a failsafe where walking near an enemy would also activate it, but I made the range too small…
I would suggest making the down arrow button that you use to go under the machine visible even when you’re not hovering over it, because I thought “check under the machine” meant that you had to click on a part of the terminal to do that. Otherwise, good interpretation of the theme, and the gameplay was nicely challenging!
This was a really ambitious idea, which might have led to not much time for polish. But the further I got into the game, the more invested I became in finishing it. My largest criticism is that it was sometimes hard to see which color note you were supposed to play as it would be inside the item’s model (especially for the larger items). I think I got to the end, where there was the 3 higher beings at the end of the sandy area, but I wasn’t sure if I was supposed to do anything further.