Thanks for the feedback, rightclicking a wire disconnects both ends - but the game lacks any tutorial/controls screen so it's understandable that it wasn't clear.
jilsen
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Finally got around to finishing 3-stars on all the levels. Loved the game but I have a few notes:
- Some levels have basically what amounts to a forced death on the first time doing where you have to stop your momentum and switch direction - I don't particularly enjoy these trial-and-error sections, but I can see the idea of using the instant-momentum stop mechanic. This screenshot is an example of a situation like that - you will never see the spikes on the right wall coming and will pretty much 100% die to them the first couple times playing the level:

- I think there's a bug with the Vines mechanic, it seems like they all share the same cooldown or something. I can't grab on a new vine if the previous one is still in the gray circle "cooldown" animation.
- Dustforce has checkpoints that make the level essentially not count for scoring if you use them (you have to "enable checkpoints" in options), just something to consider adding for long levels to make practicing certain sections easier (only if a safe platform exists to actually have the checkpoint on).
- The game made me slightly motion sick which is something that literally never happened to me in any game before, I don't know why - if it's the background parallax, camera following, color palette I chose, or whatever - but it's a shame that I can't play it for long sessions when I like it so much.
For the record: I played with keyboard and had no problems - I always feel like these kind of games are actually easier on keyboard, many Dustforce experts recommend keyboards too.
Wishing you the best and looking forward to the full release!
The goal was to remake a version of the game that no longer exists, so people (myself included) can play it whenever they want with their friends without having to jump through hoops, especially since many of these cards were nerfed/buffed permanently with no way of reverting to the originals.
It's just a fun hobby project. There were no plans to expand it into anything more than a remake of something that Blizzard decided to remove and cancel, they never even bothered updating Classic mode to later versions.
enjoyable mechanics; to answer your "Question of the day"
If you want to have "punishments"; I would try out a ranking system based on getting hit/keeping flower combo up (combo drops if you get hit or something, or if you take too long between picking the next flower).
Basically like in the game "Dustforce", no punishment for doing bad, but rewarded for being perfect.
Maybe getting S rank can unlock levels that you otherwise wouldn't have access to or something.
As someone who plays Zachtronics Solitaire almost every day, this game feels closer to Dicey Dungeons than a traditional solitaire game, and that's maybe for its own good.
One thing I have to say is that the shop feels very daunting for a new player, there's a lot to read and it's mostly numbers that you don't intuitively know the results of yet.
I like the music and artstyle a lot though.
Finished most of the levels - the controls are a bit hard to use since most platformers of this type use a two-hand on keyboard format (arrow keys + z/x), maybe it was designed for controllers?
Either way, the double jump mechanic is slightly un-intuitive at the start but after getting used to it, the fast motion is satisfying and I can see potential when the art/juice is fleshed out more.
the double ball level seems almost impossible to me, not sure if it's meant to be beaten lol
