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Hyper Morph

Complete levels as fast as possible using only object transformations · By yohannpereira

Major bug! I recommended your team to look into

A topic by Victor Simpson's eXtended Concepts created May 15, 2018 Views: 164
Viewing posts 1 to 1
(2 edits)

Hey, just stopping by to tell you or you all
that I really enjoyed playing the entire game! Secondly, what made this game
great is being able to manipulate a single object. By using the scale, move, and rotate as your
controls. Plus having a Minimum and Maximum range that is pretty easy to see in
the view port, and the Camera angle was perfect to me. Yet there are a few
major bugs that I am not sure if you were aware of nor meant to create. But the
one that seemed to be not as noticeable is the Scale and rotation next to walls.
(Recommend creating a scale or rotator that stops the mesh from expanding once
you are colliding with the walls of the level.) Lastly the one that I would
want for you all to fix is the end sphere that is blue. So, at first, just
learning the controls was interesting and difficult for the first few levels,
but when I got a handle for moving and switching. I was trying to see if I
could go around certain puzzles and somehow lag through a wall but that was not
possible. Afterward, following the light system you all made I started to
notice that not all the lights needed to be hit in order. Even on some levels I
could skip and go to the next section, but when I got to the last level (11?) with
the multiple ways to travel around. I saw that it looked too difficult to
solve. Yet I attempted fly outside and go around a again. Like I did in the
previous level, but this time to find the end sphere. Which when I did, I immediately
flown passed the red spheres and went straight for the Blue sphere. Which I ended
up being correct from the previous light spheres levels. That I could skip to
the next level without having solve the rest of the puzzle. Therefore, I want
to make note for you all that this in your current build. And if you all are going
to work on this project in the future. I recommend disabling the next level
open node and making a sequencer in the level blueprint or c++ code to sequence
the trigger actors class blueprints, in your levels in a list format then add
the Blue sphere actor to the end of the sequence. then write attach an enable for the open level node. This should fix this error.