Re: HCatOCAtFLoP
Posted: Tue Apr 08, 2014 7:10 am
Robin: Yes, UI matters a whole lot. Good thing you (and Karai) pointed that out, that will be one of the things I will fix for the 1.1 release, planned to be released in a few days. Keep the suggestions coming, anything I consider somewhat easy to fix will probably be included!
Helvetca: About the bugs, I think you've played the wrong version of the game. I initially uploaded the wrong files, and I fixed that within an hour but I think you were quick enough to grab the buggy version. You're not supposed to be able to turn around at any point. I find it highly interesting that you've beaten the game, I thought this bug would make at least one level unbeatable (but I guess the bug introduces a new solution as well ). You shouldn't be able to move horizontally while falling vertically, I have no idea how you pull that off (could also only be present in the buddy version but I'm not sure). I'm looking forward to your video playthrough!
About the final boss, I was sure I fixed the issue where it kills itself if you "teleport" high into the air but maybe I forgot to commit that change or something. I'll look into it, it will at least be fixed by 1.1. The final boss takes 10-15 minutes for me to complete but I've had an unfair amount of time to practice
EDIT: I just noticed that there's a significant bug in the final boss fight: the "puffballs" are not supposed to get stuck in the walls! This will be fixed in 1.1. Now I'm getting fairly sure Dropbox ate a patch or two because I know I fixed this already.
About that spoiler gif, your solution is indeed the intended one
And yes, the difficulty curve. it's quite brutal, especially near the end. I consider this a feature but I know it can put off many gamers too. The game has a kind of strange curve too; it doesn't just get more difficult as the game progresses, each world has its own difficulty curve as well. Each world starts off with a few simple levels to introduce new concepts and then things get tricky near the end of each world, like an exam of how well you understood the new mechanics. I initially considered this very clever but looking back I'm not so sure it was, since it creates an unusually large amount of places where you can get stuck and grow tired of the game.
Helvetca: About the bugs, I think you've played the wrong version of the game. I initially uploaded the wrong files, and I fixed that within an hour but I think you were quick enough to grab the buggy version. You're not supposed to be able to turn around at any point. I find it highly interesting that you've beaten the game, I thought this bug would make at least one level unbeatable (but I guess the bug introduces a new solution as well ). You shouldn't be able to move horizontally while falling vertically, I have no idea how you pull that off (could also only be present in the buddy version but I'm not sure). I'm looking forward to your video playthrough!
About the final boss, I was sure I fixed the issue where it kills itself if you "teleport" high into the air but maybe I forgot to commit that change or something. I'll look into it, it will at least be fixed by 1.1. The final boss takes 10-15 minutes for me to complete but I've had an unfair amount of time to practice
EDIT: I just noticed that there's a significant bug in the final boss fight: the "puffballs" are not supposed to get stuck in the walls! This will be fixed in 1.1. Now I'm getting fairly sure Dropbox ate a patch or two because I know I fixed this already.
About that spoiler gif, your solution is indeed the intended one
And yes, the difficulty curve. it's quite brutal, especially near the end. I consider this a feature but I know it can put off many gamers too. The game has a kind of strange curve too; it doesn't just get more difficult as the game progresses, each world has its own difficulty curve as well. Each world starts off with a few simple levels to introduce new concepts and then things get tricky near the end of each world, like an exam of how well you understood the new mechanics. I initially considered this very clever but looking back I'm not so sure it was, since it creates an unusually large amount of places where you can get stuck and grow tired of the game.