Thank you for the comment, I'm glad you enjoyed it!
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I'm glad you enjoyed it!
It sounds like you figured out how to get the Secret Ending, and that it involves finding a different way to leave the island instead of the door on the airship, I hope!
(If not, there was a hint in the Normal Ending text).
Thank you for leaving such kind comments!
Unfortunately I don't have Linux to test it: the Linux version was put together by a fan who helped out. If it doesn't work at all, I may have to remove it from the page. I'm sorry it didn't work!
Thank you bringing this to my attention! Rex was made before itch had a client (I've not even used it yet myself), so I have no idea how it plays with it. I'm glad you managed to get the game working, and I'll see if it's anything I can fix on my end as well.
We're in the process of getting a Mac and Linux build working for version 2.0 when it releases in October. We can't guarantee that everything will work right, like gamepad support, but we're going to try.
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.