Not colliding with walls is normal when using grappling hook or being a ghost.
supernapie
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Yes, well maybe in the future I will probably set up different build pipelines for Windows, Linux, mac os, ios, android etc... but then I would like to do it the right way with the right certificates and stuff. For now the focus is to make the game fun and balanced. I am doing very very small almost daily iterations and a complex building system could get in the way...
Yes, the non permadeath way of dying is something which already existed in coop mode.
when you are ghosting you can turn normal again by moving over the bubble spirits (or reloading the page) no need to fiddle with permadeath.
The next version will contain a change so you can s till interact with the inventory and use the homeblock or teleportflag again, after which you will stop ghosting.
Sometimes it can take very long to find the bubble spirits.
I am still overhauling/refactoring a couple more things for version 0.6... so I can't say when it will be released
I know it is the most busted item. It nullifies most of the other power ups. That is why I recently updated the generation of the sequence so it is the most difficult one to find.
In previous versions you had to find all the coins to find mount hop. This no longer necessary. Basically Mount Hop is located above all the rooms. So now the "ropegun" is actually the "key".
Also finding Mount Hop doesn't wipe your data anymore. So you can still collect all coins after that.
Yes, a button to finish the level is a good idea. With "TEST!" or "TIMBER!" as call to action or something.
And yes, the level generation could use a lot of additional tweaking. I have only thought of 1 trick to remove extraneous lines. Which is when a dot is straight below another dot. Then it only needs 1 line straight down. In level 55 there is just a small base and too many dots on the right side. I think in that case I need to remove some dots to balance the center of the mass again. Those hanging dots also give a little more extra weight.
I liked this a lot. I was immediately intrigued by the sad back story intro. The only comment I would make is that it seems to combine to much mechanics and ideas from a lot of different game genres in just one jam game. Which was weird, but also surprising in a way: am i playing a farming game, or an adventure game, a detective game, ... It is okay to combine different mechanics, but keep in mind that you have to program, test and maintain all the interactions for every single mechanic. Which can consume a lot of time. Which leaves less time for polishing.
Also if you find a nice tune in a room, feel free to record it, just like a screenshot. Maybe share it on soundcloud and mention the game. Would be good promotion for the game... It's just an idea, do with it what you want.
Overhauling the music generation is on the roadmap somewhere and your tips will come in handy.
I played through Night in the woods many years ago. Can't remember the music, but it is in my library somewhere :)
There have been very mixed reactions about the music. Glad to hear you like the music. Truth is some players can't stand the music and some players like to listen to their own music while gaming.
You can toggle both the sound effects and the music from the main menu. The way these settings are saved is as follows:
- The sound effects are ON by default when you load the game for the first time. When you change the setting it will be remembered when you come back.
- The music is OFF by default when you load the game. You can toggle it on, but it won't be saved. So when you reload the page, the music is OFF again.
Maybe this implementation is confusing you. But it is sort of my own preference for this game.
For every game I made recently I tried out different UI/UX patterns for sound settings and I hope to find one that feels right for everyone. Unfortunately there a lot of factors for browser games and not to mention mobile browser games.
Talking about mobile, I reduced the number of glyphs in the seed menu to fit smaller screens. So playing 0 (zero) isn't possible anymore, unless it is still in your browser storage.
I also made some first changes to reduce the impact of updates to the world generator.
In the future I might setup a page online, which has different versions of the game to revisit. That would be cool.
I would like to see the screenshot of the map, if you want to share it, that would be great.
I am okay with platformer controls which seem a bit out of control. Every developer has their own thoughts about what feels right and what not. The parcours starts a bit too high on the difficulty curve. Maybe prepend some training area, with jumps which aren't lethal, so players can get acquainted with the controls first.
I would also experiment more with the texture for the floor. It should be a lot darker. Now there is too much contrast with the white in it.
yeah the floor issue :) For one sided platforms it is a feature that you can press the down arrow cursor key to quickly move through them. With the new onscreen mobile controls, you can hit it accidentally. And there are also some bugs in the collision system like when there is overlap with a vending machine. These are all little things I will look at one at a time. But yeah it is pretty complex because the rope gun uses matter physics and the tilemaps use arcade physics.



















