Thank you very much for the kind comments! I know I'm a bit late replying, but I wanted to share my appreciation.
shysaursoft
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(I tried to comment on your cohost post but it kept wanting to reply to the mapping potluck one).
I thought this was great! Big fan of the humor and surprises, all the rooms looked really good. The final room especially had nice lighting. Ended up replaying it a few times just to get the order of operations right. Thank you for making it!
Welcome to the perils of having an idea and not really thinking it through. When making Rex, we wanted the entire game to be one big open level, with no loading. As a result, the game is one big open level that's active and loaded all the time, which uses a lot more CPU than you'd think. We've tried to optimize it so that things not immediately visible on screen don't use up as much memory or processing, but there are limits to what we can do with Construct2.
The game can run on lower specs, especially if you toggle Performance Mode which removes a lot of particle systems, but we're not sure where the minimum is since we've only got our own PCs to test with. The recommended specs are based on our own systems, which is probably a bit overkill, but we'd rather be safe than sorry.
We've learned a lot from making Rex, and if we were going to try doing an open world platformer again, we'd certainly do it differently.
We're glad you enjoyed it, and thank you for the comment!
1. With regards to the fast-travel system and losing progress, we're looking into a different way of handling the map so as to prevent accidental warps. If you accidentally teleport to a different area, you can use Respawn (R on Keyboard, Y on Gamepad) to go back to the last checkpoint, which should be close to where you last were.
2. We've looked at the "Three Swappers" and made a small adjustment to the Dead Swapper on the ceiling, to make the initial part of it easier. Those changes are in v1.1, but do require starting a new game unfortunately.