Hehe, yay... I think. :)
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Did you change the settings?
The default is still the same, because I'm using the left stick honking and right stick landing gear function a lot. It's convenient, so your fingers don't have to leave the sticks.
But you can change this in the settings now.
Hi! It's up/down on the right stick, not the left.
That the left stick is doing two things at once is a bug.
I think I will add an option to select the function for the left (and maybe right) stick(s).
Hi! Thank you so much for your feedback! :)
Autoleveling is supposed to be activated when moving the stick up/down, not pressing it if I remember correctly.
About the honking: I used multiple buttons for some functions, because I thought that everyone should be able to reach the function with the button most convenient for them.
It should not be much of a problem to add an option to select which button should honk.
I will try to upload a new version soon.
Hi! Thanks again for reporting the puzzle bug.
I've found and fixed it and will upload a new version now. The puzzle gained 5 more symbols each time you changed the difficulty on top of the previous ones, which could also produce duplicates.
BTW: The difficulty setting only affects the action parts. In the accessibility menu, there is an option "simplify puzzles" that will reduce the puzzle difficulty (e.g. reduce the number of symbols in this puzzle from 5 to 3).
Hi! Thank you so much for all the feedback!
There seem to be lots of wonky things on the mac. I cannot really test that system and relied on a buddy who was able to play it fine. I am aware that I need to improve testing here.
Pink usually signals a missing texture. The menu background is random, so it seems the mac version is missing one (or some) of the materials for some reason.
In normal difficulty it should be 5 symbols. It should also not show them multiple times. I will try to reproduce this by switching difficulty.
Thanks again for checking it out and the bug reports!
Sorry for the late reply!
Can you upload the contents of the folder (windows) without subfolders: "%appdata%\..\LocalLow\ScaniX\MournwayMansion"
You can press WIN+R in windows and paste "%appdata%\..\LocalLow\ScaniX\MournwayMansion" (including quotes) there and press enter to open that folder.
Here is an upload link: https://e.pcloud.com/#page=puplink&code=K5uZz2jJ8YvPinFlsG5KEG9qop2hjOok
(I was unaware that itch has no personal messages, so I'm doing this as a comment instead. It's not top secret anyway, I guess)
Hi! Thank you very much for your detailed impressions!
I tried to make the controls as easy as possible, so right click is always examing and left click is the action of the displayed icon (unless you are combining something where right click is cancel for convenience). Maybe I need to have a separate text to make this clear.
As for the drawer: Maybe add another text hint pointing to the drawer appearing after a while? In most cases it is something that is totally obvious for me (or any dev) where players are stuggling in the end. I was hoping that the player would just check out the interactions (as the cursor indicates when pointing at something interactive further away as well).
Thanks again, I will think about this.
And thank you for the all the positive feedback as well. I have seen some questionable usages of "voxel", too. I'm also breaking out of the "restriction cage" of voxels here and there to do a smoother effect or something, but I think I have found a "final" voxel look for the game that I like. :)
I was able to finish it this time. The most difficult part is still "the floor is ice". The character takes a second to come to halt after you press forward and glitches off corners. In Unity I'd say it is a capsule collider without friction. I don't know how it is in Godot. :)
Still... this can all be part of the challenge and building and jumping is fun. Good job with that idea! :)
I just noticed that I did not fully understand how the camera was supposed to work. I probably did not pay enough attention to the explanation. The mechanic works really nice.
The character controller feels a bit... sluggish. But it's not that much of a problem. The game is really nice.
I like the gameplay idea as it is something fresh (at least for me). The visuals were pretty cool, too.
I just had some problems with the controls and with finishing the levels overall, but maybe I'm just bad at this game. :)
Thanks a lot for the nice feedback and your kind words! :)
In the beginning, we have discussed to add some brutal deaths to the game and it stayed. You are probably right, that the falling death might not be necessary (outside of the one falling puzzle) and I could increase the deadly height to 8m or so.
I almost added an arrow pointing up to where the lab level (the white floor) starts, good to know that this would have been right... :D
Wow! Thank you very much for your comment and compliments! :)
The button puzzles have a simple system: Some fields toggle 1 or 2 (I think it's almost always 2) barriers. And then you just need to move them to the target fields without colliding.
That said... When I am playing puzzles like this (or most of the puzzles), I often end up pushing buttons almost randomly till it's solved as well. ^^
As usual there are a LOT things that could use work. But also as usual: I underestimated the work and ended up barely finishing this.