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Awesome to hear! I'm glad someone appreciated the story and the (mostly*) cosmetic crouching - originally I was going to make it so you could crouch under stuff with the taller characters, but then that kinda takes away from B's "special ability" (being smaller), and it would mess up some puzzles that require you to not be able to jump under certain spaces, etc. etc. But I'd already drawn the sprites so I kept them in, haha.
Anyways, I think you might be the first person to complete the game! So congrats on that! And yep, still repping pygame :)
*I say mostly cosmetic crouching because you can actually avoid triggering teleporters and goal blocks by crouching, but that isn't ever explained (or needed, currently)
Amazing job!! To be honest I wasn't expecting many people to actually finish the game - during playtests most people were giving up before the end of Sector 2 so I figured Sector 4 would serve as the 'impossibly hard challenge zone' already haha. But I'm glad you appreciated the puzzles! I tried to have some kind of unique interaction in each one, and the reason I didn't make more is because I sorta exhausted the limited number of mechanics I had and the deadline was looming. But I do plan to continue working on this and new sectors may be over the horizon. Anyways, thanks so much for playing and for sharing your thoughts! This is super encouraging!
Thanks for the kind words. I'm glad you're enjoying it!
1-7 Maze: As implied by the name, this level is just a maze. Figure out the path player B needs to take, and then hit the switches with player A in the correct order so they can take it. It might be helpful to screenshot the level and trace out the path in MS Paint (or a similar program) if it's too hard to visualize (this technique can be helpful on other levels as well).
1-8 Boulders: So this level's a bit tricky. And trying to solve it with trial and error can become overwhelming (it's designed to be that way).
In essence though, player B just needs to trigger the falling blocks in the correct order. So you can start by deducing that the large block closest to B's starting location cannot be touched first, because it would permanently block A's escape. Then you can consider the smaller block touching that block at the bottom right - you can touch it first without trapping A, but then B either has to go down to that lower area (where they'll be stuck), or touch the first block we looked at, which again would trap A. So you can rule out that block as the 1st touch too. You can kind of proceed in this manner, deducing which blocks are touchable in what order to solve the puzzle.
The game starts to ramp up in difficulty at this point, yeah. It's ok to stop there if it's not fun anymore! The key with the falling blocks though is that they start falling when all players standing on them have stepped off. (So not necessarily when the first player has stepped off). And A-5 requires some fairly precise jumps, so it might be easier to come back to that section later (the "A" section is kind of a bonus platforming-focused area). Thanks for playing though, hope it was worthwhile even if you don't progress further.
I used pygame and OpenGL to build this! So not really an engine per se, more like frameworks. And thanks!
When i tried to make a game using pygame i didnt really know enough to do it and i had a lot of burn out so respect to you
Thanks! I had the same experience during my first several attempts with pygame. As you become more experienced it gets easier to use though because you'll get better at organizing your code and writing stuff that scales. But yeah, it's probably not the best library if your main focus is releasing finished games.