boss camera/area-locks do not reset after death. (fortunately only has detrimental effects on first boss, as second, and final, boss fight has spawn point inside boss area)
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While it automatically turns around, it doesn't give enough distance to reach the other side, meaning that one needs to actively move to get close enough for the next wall-jump ... and the timing for that is extremely finicky.
Same issue. (win 10)
and the environment doesn't scale with screen-resolution, so perhaps the problem is that the navigation doesn't scale either. (Good luck clicking on an icon at 1880,1040 when display maxes at 1600x900)
After my first successful attempt to jump to the planet on the right I jump to just above the walkable area right of it. this soft-locked the game, instead of either pulling me into the walkable area or pulling me back to the planet.
I've just tried again, and it seems that floor/ceiling collision juts out further than wall collision.
Fortunately the top right corner is the only spot where this is actually an issue as that is the only place where that tiny piece of extra floor-collision causes automatic canceling of a jump when one is trying to be careful. (the other walls are either too big to hit that piece during a directional jump or, in one specific case, too small for the floor to let you underneath in the first place.)
Seems that it has no handling for lack of microphone.
bundle.js:7668 Unhandled rejection NotFoundError: Requested device not found (No stack trace)From previous event: at promiseMic (https://v6p9d9t4.ssl.hwcdn.net/html/1116271/oooOOoo/bundle.js:44845:12) at Object.promiseVolumeTracker (https://v6p9d9t4.ssl.hwcdn.net/html/1116271/oooOOoo/bundle.js:44923:12) at Object.13../Alley.json (https://v6p9d9t4.ssl.hwcdn.net/html/1116271/oooOOoo/bundle.js:5260:16) at s (https://v6p9d9t4.ssl.hwcdn.net/html/1116271/oooOOoo/bundle.js:1:254) at e (https://v6p9d9t4.ssl.hwcdn.net/html/1116271/oooOOoo/bundle.js:1:425) at https://v6p9d9t4.ssl.hwcdn.net/html/1116271/oooOOoo/bundle.js:1:443
printWarning @ bundle.js:7668
c2runtime.js:332 Uncaught TypeError: this.Xa.setVelocity is not a function
at y.La (c2runtime.js:332)
at B.ka.na.La (c2runtime.js:352)
at c.Yv (c2runtime.js:140)
at c.La (c2runtime.js:137)
at Er (c2runtime.js:98)
here's an idea: when an apple lands on the spot where one already resides simply add 1 to the latter's count and despawn the former, there are only so many places where they can land so this should (in theory) keep memory usage in check.
The Help Water Lady quest doesn't work.
While it claims to need a cart like the First Stone quest, at the moment there is no means to obtain one for the former.
Due to the issues with water in the previous versions, I assumed that this meant that this quest is meant to activate water gathering, but that water gathering itself has not yet been implemented.
It seems that some of the current quests depend on things not yet coded.
I think it may be better to use the following color scheme:
Purple: requires not yet coded feature(s).
Red: depends on item/resource/feature provided by another quest.
Yellow: need to collect required resources/items
Green: click to spend resources/items.
Cyan: go back to finish.
one problem: while the obtaining of resources can be disabled, the player-character still tries to gather them. This IMHO prevents it from being truly useful, as it doesn't allow her to spend more time on actually going forward.
works a lot better,
but there is a minor issue with interactivity:
the big closet door requires left-clicking to unlock, but I think it would be better if it requires right-clicking as that's the side you held the required object. (Or have it require the use of "E", as it's an interaction not an object pickup)