Mindnumb Interactive
Creator of
Recent community posts
Glad you enjoyed the game!
You are correct that Detached Solutions should at the very least be mentioned on the store page and credits. It has been added!
We did have it mentioned on the store page some time ago, but I'm not recalling why it was removed. The game cannot be updated to include it in the credits, but acknowledgement will be given in the credits for IGEO DX.
Thanks again!
Thanks for supporting the bundle and your interest in IGEO.
Sadly, IGEO was developed on a version of Unity that we can no longer compile the game from. We tried to upgrade the game to a newer version of Unity last year to address this and some other issues.
Due to the games reliance on deprecated libraries and changes to the Unity engine we decided the game needed to be rebuilt from the ground up.
A more formal announcement and an open alpha test will be coming in a few weeks for IGEO DX, which will support MacOS 64-bit.
Thanks for checking out IGEO and supporting the bundle!
Unfortunately, IGEO is not really in a state where content can be added any longer.
However, a new and improved version, IGEO DX, will be coming into open alpha later this month and undoing moves is an included feature amongst loads of new mechanics and levels.
The open alpha will be free and the full release on Itch will be free for anyone who has purchased IGEO.
Thanks for your kind words! I'm glad you enjoyed IGEO.
I am not the original inventor of this game's concept. It is a mechanic derived from an old game known as PEGS on Texas Instrument calculators. I've adapted it into an isometric form, which adds a unique bit of challenge to it.
I am currently exploring taking this concept further by introducing new shapes and mechanics and adding more atmosphere and variety to the game's art and graphics. It will be re-imagined in a lot of ways. Also, thanks for the suggestions. If I find a way to fit any of them in I will certainly let you know!
I'll take a look at those bugs and see if I can whip up a patch. Thanks again for playing!
This page is to serve as a working roadmap for development on Light Drifter. Don't expect it to remain very up to date.
- Refactoring and general optimization - need to clean up some events and abstract things out a little more (big projects in Construct 2 must stay well organized or they become a nightmare)
- Debug arsenal - build in some general debug tools like level skipping and invulnerability, etc.
- Improved 'Prototype' Tileset - the original tileset is literally one tile (the spikes are superimposed objects); adding curves and simple geometry will not not only help diversify graphics but can add level design elements
- 1080p - because the final launch will serve multiple devices, we're going to start from full HD and work our way down for mobile and tablets
- Backend for Leaderboards/Account system - a simple authentication system for users who want to access Leaderboards and any additional online features; will require Login/Offline Modes
- Game Modes
- Arcade - the core game; 50+ levels of hand built puzzles and drifting; Levels are completed in order, player racks up as many points and Multipliers as possible to achieve higher ranks (A,B,C,D,F); Levels can be attempted over and over to improve rank/highscores
- Marathon - run the entire Arcade mode with a configurable set of limited lives; Marathon mode features unique Lights such as the Life Light (1 up) and the Skip Light (can be triggered at the start of a Level to skip it)
- Speeder - 30 Time Trial levels of various difficulty (marked by stars 1 - 5); levels are less hazardous but more tricky to navigate and often have long open stretches with Speed Lights
- Multiplayer - local couch muliplayer with gamepads; Arena-style and Racing mini-modes on a variety of levels
- More Hazards/Dynamic Level Elements - moving hazards, portals - wacky puzzle stuff, ya dig?
- "Profiles" - to allow for a few shades of customization, players can tweak the handling and visuals of their craft and save them to unlockable profiles; profiles can then be swapped in between levels from the menu
- More Light Powerups/Hazards - in addition to the Life and Skip Lights in Marathon mode, we want introduce various lights that add various 'buffs' and 'curses' or activate certain puzzles/traps on the map