nice job! satisfying puzzles that really emphasize order of operations, but aren't TOOO hard at least the first few that I had time to play.
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thanks for the feedback. you can actually just drag the mouse across the graph and get the coarse curve, but I don't think that's too obvious from just interacting with it. I agree with the other notes for sure, thanks again for playing!
nice job! I wish I could control the strength of the shot by how much I drag the mouse, instead of how long I hold the button. Also a hint of where the hole will move next would make the game feel a bit more strategic. But this is a really clever concept, and quite enjoyable as-is.
wow, what a simple but elegant puzzle mechanic. I love how you can push blocks around corners, it's just different enough from a standard sokoban-like to make it very interesting and fresh. not to mention the main mechanic of course, which is so cool!
this is quite fun! the restriction, and how you manipulate it over the course of the areas is quite interesting! I wish the controls and hit boxes were tuned a bit more to make it more enjoyable and a little less frustrating, but that's something you could do when/if you explore this idea further.
So great, I love keyboard/typing games! I had some trouble with the game not recognizing some of the symbols (I'm on a macbook with an apple wireless keyboard), but other than that the game played great, and the difficulty ramp was nice and satisfying. great job!
very unique idea, and quite relaxing and fun to "play" / experience. I would have enjoyed more variety in terms of properties to sort, but overall it's surprisingly enjoyable to put things in order :)
really cool idea! it's surprising how well you can do it once you get a feel for the controls. I really wish when you hit Enter, it would show a quick playback of the player movement, to help you understand what went wrong :)
Great feeling controls, and interpretation of the theme! I really like the way the boat feels after the +1 Intertia mod, you can fling the steering and just let it coast and it feels great :)
Thanks for the notes. controlling the replay completely from the game controller is definitely on my list, I just haven't got to it yet. The option to re-map the buttons is also planned.
Twisting will hopefully be improved a bit to support twisting in more leg and arm positions. Your ideas around spreading legs and one-arm release might be difficult, but I can give it a think.
A foam pit is a really fun idea, I'll think about how that could work!
OK, the issue was _once again_ related to globalization settings and how numbers are stored. I have uploaded a new build, version 0.4.3, it should fix the issue. please delete all the files in your SaveData folder, and give the new build a try!
can you possibly send me your player profile files? they should be in a folder called "SaveData" in the same place you find the debug log. the files are a bunch of numbers with a ".sav" extension. it appears something is strange in those files that's causing an error when it tries to load. it's possible this is also related to the same issue that was causing trouble accessing the levels, but a test file would help me debug the issue.
Kakeb141: To make sure I understand... you find it difficult to grab bars and other objects because you have to manage the gymnast's arms relative to his body, instead of just relative to the world? The challenge is that if the controls were relative to the world, you would have to constantly spin the control sticks in order to do things like a tuck position, or swing around the bar. Please let me know if I understand your problem correctly. If so, I have a few ideas of things that might make the game a bit easier.
Ged: thanks for the feedback! regarding the button mapping: I can definitely consider changing the default mapping, but I also intend to have a button re-mapping screen in the game as well so players can change the buttons to whatever they like. I'll try to get that into the game soon so people can test it.
wow, those are some impressive release moves for only playing the game for a few days! I see you discovered the twist feature... it's currently a very rough implementation, I hope to make it look better soon, when I revisit the character animation and posing system.
Did you create this video with screen recording software, or use the built-in replay feature? just curious about your experience with it.
Meral_Harbes: thank you for the feedback! It's funny, I was looking at a video of the original "gymnast" the other day, and I was surprised at how slow the game was! I think it's a good point that the current game is indeed much faster. Perhaps I can include some options in the settings menu to set the overall speed of the game, as well as how much the "focus" mode slows things down as well. The trajectory preview is indeed intended as a feature in the final game.
farfadet46: Thanks for the bug report. Several other players reported the same thing. I've just uploaded a new Windows build, please let me know if it fixes the issue, as the cause was something that's difficult for me to reproduce on my computer.