While the game autosaves it doesn't always save on close/reload.
So could you please add the option for the player to manually trigger a save?
while one of the upgrade-windows is open the window for buying patches and the like doesn't respond to any clicks.
Doesn't help that the upgrade windows can only be closed by buying something and clicking on the workman icon.
A. Removing the power cell when this glitch has occurred causes it to ' unwind'. (if it has rotated, for example, 780 degrees then it will take 780 degrees of reverse rotation to get back to its starting point.
B. I'm talking about the retracting floors. (The moving pillars haven't shown this problem, but that could be due to the colliders having time to catch up)
C. I had tried to jump on the rotating platform, but I know from some personal experiments that box-colliders can fail if your velocity exceeds their size. The simplest solution i've found is to give the player-character its own velocity-sized box-collider. (EG: when falling at 40 points per frame, this collider goes from the top of the player to 40 points below him/her to detect objects he/she would otherwise 'warp' through.)
A. Have to retoggle english after every stage.
B. Camera and Character continuously fight over who decides focus, making navigation more of a hassle than it should be.
C. just an observation, but her blindfold suggests that she's gone through eye-surgery and has to wait for her eyes to heal.
It would help if the moveable platforms could be painted as well. (Had one too many cases of the ' air' next to the platform's black stripe being indistinguishable from its top-side.)
I'd aslo like to be able to paint slopes downwards. (at the moment it only works when painting them upwards, preventing one from noticing a hole in the slope until it is too late if you're climbing down from it.)
but the concept is GOOD.
A. rotating platform in third level is borked, placing the blue ' power-cell' while it is still returning to its unpowered position causes it to forget where to stop when powered.
B. It seems that seems that the collision detection for moving objects does not match up with their visual position, making it insanely difficult, if not impossible, to jump on them. (exacerbated by the lack of contrast between brick walls and brick floors/ceilings)
C. please add a negative-elevation-kill-field, I just glitched outside of the map into an 'endless abyss' .
a genuine bug: dying during the gun-run corrupts its first layer's pattern until it has become all guns fire at once. forcing a full restart just to try again.
and it seems that the delay between the vertical turrets and the horizontal turrets of the third layer of the gun-run has been shortened, making it impossible to reach the other side before the bullets, forcing one to 'ride' the bullets until death
steering wheel has only three positions: extreme left, extreme right and center(which is nearly impossible to return to), this makes the game unplayable as any swerve causes an immediate crash.
My advice: allow switching between camera-mode and aiming-mode.
the 4-directions-of-firing we currently have has a tendency to put us in positions where we need to aim using a majorly obscuring angle,
meaning we can't tell wether we have hit our target or not.