Funny story, I actually started calling the pink one Patty McFatty. The blue one I started calling Ben Bonk because he was always bonking his head on a corner when you didn't want him to. lol
Josh Dyer
Creator of
Recent community posts
I have to ask, are the two players stats (move speed/weight) ever so slightly different? I swear the pink one was always heavier/slower. It could be browser lag, or the time between processing one vs. the other, but I swear the pink one always felt sluggish. I'd find on certain levels the order made certain jumps easier if I changed the order of who went where..
Other than that, loved the game! Would totally play more levels!
Also, the bones sometimes get stuck in mid air for a little while, or stuck in weird places. lol
My favorite is the dancing bones glitch. Play with the bones enough and you can get them stuck inside each other and they start vibrating and dancing around all by themselves. I'd call this a feature! ha ha
The most common issue is the spacebar stops responding here, but this is the most consistent position I could find for that. Still can't find a consistent spot for the full physics stuck bug. lol
Just stand here (note the position of the right horn and the tree trunk - not aligned perfectly, about one full tap of the right key and then face left again) then do a full click jump holding no other buttons. If done right all animations on the character stop and he just stands there. You can still move left and right here, but if you clip just right (very hard to reproduce, like 1 in 100 jumps) he gets stuck completely in the wall, but it only lasts about 2 seconds. I've tried screen capturing it, but he's always out before it takes. Sorry.
I did get it again. Lol, Literally right here, but not sure how to do it consistently. Took many tries. It looks almost the exact spot as before, but it must be a pixel or two off. Sometimes just the spacebar quits responding to jump, but sometimes the character won't respond to left of right either, and it sounds like he's being knocked around for a few seconds before falling down to the ground.
Definitely need a restart level button or key. (Sorry if there is one mentioned in the options menu, as I never opened that.) I didn't get stuck permanently like a guy on reddit mentioned, but I did have to very slowly edge my way out from between a spike wall and a bullet that were corpsing me over and over. Finally got out enough to jump away. lol
Fun and intriguing game mechanic!
Really enjoyed playing, but the turtle is a little buggy, sometimes getting stuck on top of the player making you have to quit and restart the game. Might want to add a check that if the player and the turtle have the same position, bump the player to one of the spots next to the turtle that is free for the player to move onto. It might cause a puzzle to break to an easier position, but better than locking the game. Also, is it intentional that the turtle can't enter some rooms? I was able to get him all over the place, but some rooms he wouldn't go into and this breaks the immersion a little imo. If that is to prevent deadlocks or something, maybe a "No turtles." sign or something next to the door that the turtle can't enter would be helpful. I'll try and beat the game again later. Thanks for an interesting puzzle game. Also, the graphics do look a bit better now.
Found it too. I think it is from hitting the end game trigger before you're meant to. This glitch can cause seizures. My screen started flashing crazily when I tried dashing left and right to get my character to come back. Never did. Also had to force windows to kill the game. Had to do the same when it ended.
Replayed it (without dashing right in the input room) and managed to get to the end. If you are stuck trying to figure out how to enter the code, click on the input area with the mouse. Might seem intuitive to some, but considering until now it has been all keyboard input, this is unexpected (bad design, imo). Also, after the ending I don't know if there is anything after the red number, but I clicked and pressed keys all over the place and nothing happens. No way to exit the game. Had to have windows force close it. Was there an exit key or was there more and I just didn't know what to do? Very dissatisfying. I enjoyed the game play and the ending was on point, but the seizure bug and the no exit spoiled this for me. Sorry if this seems too negative. I definitely understand the time constraint issue and it is good for having that time limit, but please at least give the program an exit key. Also, minor point. ASWD is fine, but especially if using the qwerty keyboard layout, arrow keys are better. The left and right keys were mapped properly, but the jump key up arrow was not. Again, not to bash what you did, just constructive criticism
SEIZURE WARNING---
Major game crashing bug. If you dash to the right in the input room your player disappears, but you can still control him. All interactions other than ground quit working and the game starts seizure inducing flashing when continuing to try dashing to the right (or it might have been left, I dashed all over the place trying to get the player to show up again). Can't even quit out of the game. Having to make windows force quit the process. I know it was created in a day, but there definitely needs to be a seizure warning, so here it is.
Was able to trigger the bug multiple play throughs. I think it has to do with hitting the end game trigger before you're meant to. Maybe disable the dash in the input room?
Story - 9
Graphics-10
Gameplay-9
The game has the classic feel, the graphics are right at home, the story, while a little short and lacking animations to go with it, is on point. I'd probably work on the story a little bit, and maybe just a hair on gameplay. It did feel like spamming the fire buttons was the best strategy. I'd try and discourage this with maybe a difficulty level that allows you to limit fire power, or a recharge timer for each turret. Also, maybe add a cross hair above for each that could be turned on or off based on difficulty. Otherwise it is hard to aim the left and right turrets as well, but maybe that is intended? Anyway, great start for a prototype. Look forward to seeing more!
Hey. It crashed when I chose the kill option with the heart on the screen.
Null Reference Exception
Invoking error handler due to
abort(237) at Error
at jsStackTrace (https://v6p9d9t4.ssl.hwcdn.net/html/4637388/ASTBUILD7/Build/ASTBUILD7.framework.js:2:16334)
Reminds me of an old Atari game Moon Rover I think was the name. Anyway, the game definitely is a good start. With more levels, variety of traps/enemies, and some improvements in the music and sound effects this could be a solid game. One major problem was if you were hit by the aliens on the second level you could not get off them. They'd drag you all the way back until you died. Maybe remove the alien that you were hit by so this doesn't happen.
Nice concept, graphics are great, sound decent, but the controls were horrific. Many times unresponsive, I constantly found myself having to reset the game because the player would no longer jump. Not sure what you were using to prevent double jumping, but it made for a frustrating time when you were on a crate or fan edge and could not jump or move. At least there was a reset level button. Also, it would have been nice to know which object was in which slot as switching between moving/jumping and selecting objects for the other control often led to deselecting the wrong object which also got me stuck and resetting the level several times. Maybe you could color one with a blue outline and the other with a red outline. Also, maybe have an X and a Y on the outline for those that are color blind. While the separate mouse and keyboard controls are a little different to get used to, they could work well for a puzzle game like this if they were just a tad more responsive. One other issue I could not figure out was why sometimes the jump would literally just be a tiny hop, not even enough to get on the small crates and other times a jump would be just shy of getting on the large crates. I get that it was designed as a momentum game, so I'm guessing you are using forces, but for some reason the forces aren't being applied correctly?? Finally, the glass feature was fun, but many times the glass would not break no matter how big the crate on it was. I'm pretty sure that is just a collision box detection bug. Would love to see more objects and more levels once the bugs are worked out of the game!
Some suggested edits:
Color code (text code for color blind) the selected objects.
Instead of physics based, use speed/position based movement and condition checks for more nuanced controls.
Instead of pushing objects, allow the player to hold small/medium crates with hold/throw button.
For the glass objects, increase the size of the collider.
I really wanted to play this game. It looks awesome, but I could barely make it out of the first room and the box button room was impossible as there seems to be no way to adjust mouse sensitivity. I tried adjusting it in windows settings, but this only affected the menu mouse speed, not the look speed in game. Maybe add buttons to adjust the look sensitivity speed up or down. Please? At current setting barely tapping my mouse causes the screen to spin in several circles. I tried to play this way by just tapping it barely and waiting for it to settle and see if it looked where I needed it to, but like I said, impossible to actually play that way.
I could tell you implemented the changes, but I ran into some major issues playing in the browser. I've noticed that for some reason without hardware acceleration Unity Web seems to barely run. I switched over to my other machine and had a better time, but for some reason the music and sound effects didn't load for some time. I was halfway through the level before they started playing. Maybe see if the assets can be preloaded maybe? Not sure. Also, occasionally the game would either overlap two rows or give me a solid row (not sure which) but it was an auto game over. Also, when the frame rates drop at the beginning of the game it is possible to fall into the void from above. That is an instant death and weird, too. Not sure how to fix that except maybe if the void is below the player, then don't drop the player down, but bring the rows up?? It was weird. Sorry. I loved the touches you added, but overall the game became less playable for me. I'd be willing to test it again later if you want to try and fix these issues? You might have to find someone with an older or lower end machine to test the low frame rate issues (if you even want to bother). I still love the game idea and changes you've added. :)
Thanks. I'll probably have a green snake when I update the graphics with actual pixel art. Also, I tried checking that and it refused to load the other resources needed, so I unchecked it, and uploaded a playable version to my server. All in the last 7 minutes of the Jam. Not sure why it screwed up yet, but I'll look into it before my next submission at the end of this week (Optical Jam 8)! Glad you had fun!
I had no clue what to do. Had to read comments to find out what to do. Didn't even realize those blocks were computers to enter a code into. The wires were annoying. Then I still had no clue how to proceed so I came back to comments and found code. Then still couldn't figure out what to do until I guessed you had to press v to enter a code at each station, enter a code by pressing right or left and then pressing b when the correct symbol is up to lock it in. Do this on each computer. Then go press the button near the saw and hope you got it right (or read comments for the code). There is no hint that I could find to even help with the code. I can't tell you how many times I clicked the button then went to shooting the enemies that popped up only to wonder what next. The underlying premise of the game is there, but the implementation needs some work. I also fail to see how it fits the theme. Sorry, this game just wasn't much fun, but it could have been...