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stuin

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A member registered May 22, 2017 · View creator page →

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I was planning to have it widen gaps along all the routes, and the waves definitely looked better before the terrain was there. I plan to do at least one update to clean up some of that stuff. I develop on Linux, no surprise there. If I wasn't running into memory issues I would have had a web version too.

Some animation there is a good idea, thanks.
I don't know where that issue came from though. I develop on Linux, finding someone to test the Windows build outside of Wine was the bigger challenge from my end. It does have a resolution setting in res/settings.json, maybe changing that would fix it?

Yeah, I will say that the map is entirely randomly generated, and I thought the maneuvering was the most interesting part, but that is certainly on the list of things to improve

They can accept items from all directions, if you look at the example pictures there will be weird gaps. I still need to make them link up better visually

You get points for completing shapes and putting them in the corresponding spots. With that you start getting points and it is just an idle game

I have ideas that would make it a lot easier, a toolbar to select machines, more visible connections between the conveyors, and yeah a tutorial would be nice, but this felt like a good enough stopping point

Important question, did you read the instructions and they weren't very helpful, or did you skip over them like everyone else I showed it to? Feedback is useful.

I don't know about proton, but I ran it using Lutris and whatever that did, it runs flawlessly

The way the levels blend together is unique, I have played sliding puzzles before but having the rooms link up this way was a much more interesting challenge.

Placing dice only works at the highlighted edge tiles of the room. 

The RollingLabyrinth.out file was supposed to work on linux, but I forgot to make a release package with all the dependencies. 

In the end the Windows version works better in Wine than it does in actual Windows. 

Just realized it probably needs SFML installed, I didn't think to build a static release version like I did for windows.

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The stars were mostly left out because I had no idea how to optimize or properly separate the threads. I had stars at one point but they really slowed down the game. One reason to possibly go back to it.