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Kay

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A member registered Jan 12, 2024

Recent community posts

(1 edit)

I see, if the jumping weirdness is intentional and falls in line with your vision for the game that's fine then- once you know about it it's pretty easy to work with.

The bounce changes feel great by the way! Went into my completed save and bounced around on a bunch of the beetles, and it felt a lot more controllable for the first few bounces. Then tried to do my old (stupid) strat for getting into Locked Room Mystery, which involved bouncing on a beetle over the spikes while setting up a charge bounce to get in, and it was still very difficult and precise since I had to bounce in place for a while to line up the shot. Feels like it's worked perfectly.

This is an old post so it's probably moot at this point, but try delaying your jump after firing your charge shot. It's tricky and you might mess up a lot while you practice, but you can land on your shot at a lower point on its arc and make it into the room. If you wind up grabbing the platform, pressing down while holding left might get you in too.

If you're too wide and enter a screen transition where there's not a lot of room to stand where you'll end up, you'll get shunted back- often into the screen transition again which can cause some weirdness. Managed to get caught at the exit (coming at it from the right where the spike is) at max weight and while i was trying to wrestle with the game forcing me back a screen, i managed to jump and grab a platform then somehow trigger the screen transition? This left me floating in midair as if I was climbing an invisible block on the new screen.
Also, the key shortcut part of Plato's Cave is jank as hell and needs to be extended a bit i think- entering from below with the key means the door opening keeps shoving me into the corner and even clipped me through the ceiling into the armour beetle strolling around above (which could be sick tech to get red key early if it didn't like, require red key). And that's just at one burger collected, it'd probably be even jankier at higher weight stages. (this section was annoying in previous versions but now it feels broken)

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I've finally figured out what was bugging me about jumping in this game! When you let go of forward, and start slowing to a stop, if you jump before you completely come to a stop you'll jump with the full walking speed momentum instead of carrying your current momentum. It leads to some moments where you'll comically overshoot a jump and it'll feel like your character just threw themself forwards without your input- in fact, if you're quick you can chain these weird momentum jumps to cover whole screens without actually inputting left or right for most of it. Bouncing on bugs has a similar issue where it carries horizontal momentum weirdly, and makes it very hard to bounce precisely. This makes it so if you so much as tap a horizontal direction to microadjust in midair you lose your ability to bounce without flinging yourself in a horizontal direction, and counterintuitively trying to reduce that by reducing your horizontal momentum will have very little to no affect, or completely oversteer and launch you in the opposite direction you'd expect.

Also completely off topic from the jumping issues (that I only just figured out how to articulate even though they have been an issue for a long time now) being able to squish bats is ADORABLE and i'm really looking forward to seeing more unique interactions with weight! Some platforms collapsing underneath you at peak weight is fantastic, really appealing to me and also makes routing more interesting, and really adds a lot to the game imo! With the reward (not yet implemented i know but still) for bringing back max burgs at once, the feel of the game has shifted a bit from the more standard metroidvania ouevre and taken on a little bit of an optional score attack-y feel, if that makes sense- getting familiar with the environment and grabbing powerups to set up for full burg runs- and I like it. I wonder how the main gameplay loop(s) and the layout of the game would shake out when more stuff gets added to it with that in mind?

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If you collect burgs, make it home, but then DON'T turn them in and close the game instead, reloading has you still holding the burgs but at your base weight. You can use this to hold more than 5 burgs at once, but turning them in or dying while holding them works as expected. Not a very urgent bug but a weird one.

(5 edits)

Collected the burger in Kettle and Belle that's slightly off the floor when it would immobilize me and i wound up just floating in midair unable to move (though i could turn) without the immobilization sequence playing, had to quit out from the menu. Then when i did the cutscene played once i touched down in the hub.  I didn't have my heals when I respawned, but closing the game and reopening it brought them back.

Edit: you can do this anywhere by eating a snack that would immobilize you in midair.

(1 edit)

Ah that would've saved me some health. I knew you could do it once you'd grabbed onto something, but didn't realize you could do it after committing to a climb.

Also, seperate thing but if you backtrack through the tutorial area and go up the cliff to the left of where you first drop down (where the Z to jump text is) you get trapped in a null area with nothing in it.

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If you land on a platform just right you can play your landing animation and then immediately slide off the platform, which got me trapped in Pointless Connection's little side room with a burger once (since i couldn't properly land on the platform i needed to to get out).
Also, there seems to be some climbable tiles that you can't actually climb and trying (even accidentally) locks you into climbing in place until you're interrupted- i got this to happen in Unheimlich so I think it's to do with the red key doors overlapping the climbable tiles.