Mine's called CODA, it's on Catalog and here. My version of the mechanic is far simpler than yours! Thought it was a fun thing to see it done elsewhere on playdate though.
nitebloomgames
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The hitboxes on the enemies can be a little extreme. And the crank part can be frustrating for some. I’d say there are techniques to it - and it does become quite easy having been the person that played the levels repeatedly. But that would also be a fault in testing, I should have tested with more fresh players. If you can manage it through, the second half of the game is not timing pressured at all.
Hey - thanks for playing! Glad you enjoyed. It sounds like you’ve basically finished it, you just have to access the ships controls and take-off :) the keycard gets you into the controls. The 3-digit code allows you access to the medical bay downstairs on the right. The ship controls make reference to actions you took in the rest of the game, but I appreciate if you didn’t play the game in one sitting that might make it difficult to remember. Hopefully that helps… if you’re stuck on the ship controls on the right side, listen to the sounds to determine which switches are correct and which aren’t. 4 of them need to be on.
Hey hynyna, thanks for playing! I haven't seen this bug before, and I just tested the level and it seems fine. So I'm a bit lost on this one.
I can very easily send you a build where you start at this section if you like though? I can also give you the first number from the secret code, if you had been finding and talking to the white astronaut... you will have encountered just the one at this point.
Oh wow, thanks very much - that's a very well put review, and I appreciate the kind words! I'm glad it hit for you in a way that I had hoped it would for people.
Agree with you on the sound front, it is very challenging! The biggest issue, as you may know, is when you compose on pulp on desktop you get the full frequencies through your headphones or whatever, but when you transfer it to the tiny pulp speaker it can sound way way different, or just drop frequencies altogether.
Thanks! No this is a new bug that I have been made aware of - it comes from moving very quickly from the previous room while the timed gate is still on a timer. It then places the closing gate in the next room. I’ve been a bit too busy to send out a fix, but I will be doing it this weekend on catalog and itch :) thanks for letting me know.
I don't know if it was the same bug, but someone else pointed out an issue which sounds like it was the same issue you're describing. It was a bug affecting potentially 3 of the rooms. I've made a fix now if you're willing to try again. If it was this level pictured below then I have a version ready where you can start from here. Let me know!
Thanks!

