Is the game just an advertisement for leaving itch.io ?
Recent community posts
Good little idea. I wish I could say tidy implementation, but: inconsistent framerate (not much of a problem here, the puzzles don't need millisecond timing). Much bigger is how jumping while carrying a block only works one in three attempts; most of the time my jump is truncated as if the block I'm carrying is blocking my upwards motion.
I really like this idea. Needs refinement, but ain't that always the way.
* It's jarring to interrupt the game suddenly to show the purchase screen, the player should have some warning the gameplay is about to change modes. Maybe a progress bar?
* Speaking of progress, telling us what "wave" we're on while we play would satisfy those of us who like progression.
* Purchase prices are weird, how "common" can be more expensive than "rare" or "legendary," and after wave 6 the gameplay stopped to offer me purchases I could not afford, making the interruption not useful.
* The "return" button on the purchase screen is hidden behind the itch.io "View all" "Folow" etc buttons. That's not a you problem that's Itch.
* The game pauses sometimes, I suspect because it's loading a new sound asset just before playing the sound. Maybe Godot needs more hints about pre-loading assets.
Well done! Solid design that feels like the 8-bit era. The title bar disappearing when the probe reaches the top of the screen is a minor thing but I noticed it as a thoughtful morsel of UI design.
I see the healthbar and the inventory pop-in, but the rest of the display is flat black. In the console I see these error messages repeat: "RenderingCommandBuffer: shader Hidden/PostProcessing/Lut2DBaker: invalid pass index 2 in DrawMesh" and "warning: 2 FS.syncfs operations in flight at once, probably just doing extra work"
A good take on the hidden-object game. It's good that the targets are different and in different places when revisiting the same room. The question-marks appearing on items made things too easy; maybe make that a feature you can purchase at the expense of losing some reward.
For keyboard play, one hand for movement another hand for verbs (jump, shoot, dash, talk, ...).
AWDS and ⇦⇧⇨⇩ are typical for movement, while verbs are keys between them like JKL, BNM, IOP, shift, space.
Was it a conscious choice not to force the player to start over when they get hit? Because it feels like a cut corner... that made the game better. I was more into exploring and taking chances knowing I wasn't wasting time. And that made me feel better about the limited field of view.
Could use instructions for the controls of the game. (ie 'press Z when it tells you to press A', and 'backspace for rewind')
I'm stuck at a part where there's two hazards moving horizontally on tracks: I must follow one to the right, then drop down into the track of another and move left, but the two hazards are in-synch and move at the same speed, so when I can reach the hole to drop down, the second hazard is always between me and the exit. I thought maybe one moved slower than the other so I just had to wait for my opportunity, but no.
Quaint. This will be a good nostalgia game for some. Hints I could've used:
- they aren't hexadecimal digits
- that isn't Jupiter
- use each number once
Bug? At the left-hand base of every wall there's a blank clickable area that does nothing, and right-clicking describes "A metallic key, looks a bit like the one for my car."
On level 2 it says "Cancel Placement with the Middle Mouse Button". assumed that would let me remove a block I placed, but nothing happens. I thought this means I must restart the level if I make a mistake, so I pressed the pause button in the upper-left, chose "sever connection" and got a blank white screen. Had to reload the webpage.
* Advice for new player reading this: when you tap 'up' to grab a ladder, you will let go and fall on the next keypress, so don't try moving left or right on a ladder just jump immediately
* The grey stuff I'm supposed to avoid (the cloud, the dotted lines on some walls and floors, triangles) should be a different colour from the grey stuff I'm allowed to touch (ladders, platforms, walls, banding)
* Too often, the thing I'm supposed to jump onto or avoid is off-camera, and I can only guess and fail and memorize all the places where I failed. Twenty seconds of precision jumping just to jump into the void for another guess is not my idea of fun
* "ten minutes" maybe if you already know all the correct movements
You forgot an instruction "X - throw rock".
The brown bag says ""A brown bag with a feature of creating rocks from thin air when the button is pressed" but does not say which button to press to create more rocks. "X" is not the button; I have no rocks but I am in a puzzle where I must throw rocks at switches.
Very short. You re-used the switch sprite as decoration, and a switch that can't yet be used makes no sound, so I got confused a few times trying to use a button that wasn't really a button.