Woww, I am grateful! Well, it's here now, so blast away!
The first post-jam version is definitely much more slippery. You see, I was into skidding! I think the new version is closer to the jam-version in terms of feel.
Yes, that! I assume you played the jam-version.That bug occurs when your back is against the wall and you turn right, regardless of whether you jump or not. The hitbox is flipped along with the sprite and ends up inside the wall, teleporting you to the bottom of the room. You end up standing on some tiles I put outside the room.
This is fixed in the first post-jam game, as well as in the upcoming finalized version.
Yes! I plan to do that -- though, with an emphasis on 'plan'. I've got some general ideas for it; currently, I'm revamping the movable blocks, but it's quite a hurdle to get it to work right. If I manage, I reckon it's smooth sailing from there on and out. And, since I'm restarting the project with the same principles, the bugs will be different (cough), and there will be more room for additional features -- and more rooms. In short, I'd like to expand the game anew.
I'm proud! Though, there are multiple makeshift game functions at hand, hence only being able to properly restart certain levels, for instance. And the opportunity to backtrack didn't work as ideally as I had hoped it would, since you essentially lose progress. Misstep on my part, but thank you regardless!
Thanks for playing! Took me more than a day!
And you're correct. Rooms with collectibles have been set to be persistent in order to remove the possibility of collecting the same piece multiple times. This affects all objects, hence why the blocks don't go back to their original positions. I didn't realize the battery could be moved into a no-return position, though! Most decisions were made in the spur of the moment, hence various issues.
Fun that you retried and succeeded in round two!
Golly! These are buckets of insight. Firstly, thank you for that! I'm surprised that you reviewed it from a game designer's standpoint; you've among other things made a point I hadn't realized about the movement, which I'll have to keep in mind for similar future projects.
Moreover, I definitely see the issue with presenting the mechanic. I believe I could have made it more clear with more experimental opportunities for the player, in due time. Next jam, I'll get quicker to the point!
I'd love to take this a step further. We'll have to see how that goes. Regardless, thanks again!