Comments

Log in with itch.io to leave a comment.

Viewing most recent comments 17 to 56 of 56 · Previous page · First page
(1 edit) (+1)

Really love the game. I know it's just a demo, so I'm giving feedback on what I noticed during my gameplay.

W̶a̶l̶l̶ ̶j̶u̶m̶p̶s̶ ̶ ̶f̶e̶l̶l̶s̶ ̶w̶r̶o̶n̶g̶,̶ ̶i̶t̶ ̶f̶e̶e̶l̶s̶ ̶l̶i̶k̶e̶ ̶y̶o̶u̶ ̶w̶e̶r̶e̶n̶'̶t̶ ̶s̶u̶p̶p̶o̶s̶e̶d̶ ̶t̶o̶ ̶b̶e̶ ̶a̶b̶l̶e̶ ̶t̶o̶ ̶d̶o̶ ̶a̶ ̶w̶a̶l̶l̶ ̶j̶u̶m̶p̶ ̶w̶i̶t̶h̶ ̶o̶n̶l̶y̶ ̶o̶n̶e̶ ̶w̶a̶l̶l̶,̶ ̶i̶t̶ ̶i̶s̶ ̶h̶a̶r̶d̶ ̶t̶o̶ ̶t̶i̶m̶e̶ ̶t̶h̶e̶ ̶i̶n̶p̶u̶t̶ ̶t̶o̶ ̶b̶o̶u̶n̶c̶e̶ ̶o̶f̶ ̶t̶h̶e̶ ̶w̶a̶l̶l̶,̶ ̶b̶e̶c̶a̶u̶s̶e̶ ̶i̶f̶ ̶y̶o̶u̶ ̶a̶r̶e̶ ̶t̶o̶o̶ ̶e̶a̶r̶l̶y̶ ̶i̶t̶ ̶w̶i̶l̶l̶ ̶e̶a̶t̶ ̶y̶o̶u̶r̶ ̶i̶n̶p̶u̶t̶ ̶a̶n̶d̶ ̶y̶o̶u̶ ̶w̶i̶l̶l̶ ̶b̶e̶ ̶u̶n̶a̶b̶l̶e̶ ̶t̶o̶ ̶j̶u̶m̶p̶ ̶f̶r̶o̶m̶ ̶t̶h̶e̶ ̶w̶a̶l̶l̶ ̶f̶o̶r̶ ̶a̶ ̶w̶h̶i̶l̶e̶,̶ ̶a̶n̶d̶ ̶i̶f̶ ̶y̶o̶u̶ ̶t̶o̶o̶ ̶l̶a̶t̶e̶ ̶y̶o̶u̶ ̶w̶i̶l̶l̶ ̶b̶o̶u̶n̶c̶e̶ ̶b̶a̶c̶k̶ ̶b̶u̶t̶ ̶y̶o̶u̶ ̶w̶o̶n̶'̶t̶ ̶g̶a̶i̶n̶ ̶a̶n̶y̶ ̶h̶e̶i̶g̶h̶t̶ ̶.̶ ̶ ̶(̶J̶u̶s̶t̶ ̶r̶e̶a̶d̶ ̶i̶n̶ ̶t̶h̶e̶ ̶c̶o̶m̶m̶e̶n̶t̶s̶ ̶i̶t̶ ̶i̶s̶ ̶i̶n̶t̶e̶n̶t̶i̶o̶n̶a̶l̶,̶ ̶b̶u̶t̶ ̶I̶ ̶d̶o̶n̶'̶t̶ ̶t̶h̶i̶n̶k̶ ̶i̶n̶ ̶t̶h̶i̶s̶ ̶f̶o̶r̶m̶ ̶-̶ ̶y̶o̶u̶ ̶c̶a̶n̶ ̶j̶u̶s̶t̶ ̶h̶o̶l̶d̶ ̶A̶ ̶o̶r̶ ̶D̶ ̶a̶n̶d̶ ̶t̶i̶m̶e̶ ̶y̶o̶u̶r̶ ̶j̶u̶m̶p̶s̶,̶ ̶a̶n̶d̶ ̶i̶f̶ ̶i̶t̶ ̶s̶t̶i̶l̶l̶ ̶i̶s̶ ̶j̶u̶s̶t̶ ̶l̶i̶k̶e̶ ̶y̶o̶u̶ ̶i̶n̶t̶e̶n̶d̶e̶d̶,̶ ̶t̶h̶e̶n̶ ̶I̶ ̶t̶h̶i̶n̶k̶ ̶y̶o̶u̶ ̶s̶h̶o̶u̶l̶d̶ ̶r̶e̶a̶l̶l̶y̶ ̶p̶o̶l̶i̶s̶h̶ ̶t̶h̶i̶s̶ ̶m̶e̶c̶h̶a̶n̶i̶c̶,̶ ̶b̶e̶c̶a̶u̶s̶e̶ ̶i̶t̶ ̶j̶u̶s̶t̶ ̶f̶e̶e̶l̶ ̶b̶a̶d̶ ̶t̶o̶ ̶e̶x̶e̶c̶u̶t̶e̶ ̶-̶ ̶f̶o̶r̶ ̶m̶e̶ ̶i̶t̶ ̶s̶h̶o̶u̶l̶d̶ ̶b̶e̶:̶ ̶y̶o̶u̶ ̶j̶u̶s̶t̶ ̶c̶a̶n̶ ̶n̶o̶r̶m̶a̶l̶l̶y̶ ̶w̶a̶l̶l̶ ̶j̶u̶m̶p̶ ̶f̶r̶o̶m̶ ̶t̶h̶e̶ ̶s̶a̶m̶e̶ ̶w̶a̶l̶l̶ ̶a̶n̶d̶ ̶g̶a̶i̶n̶ ̶a̶ ̶m̶o̶d̶e̶r̶a̶t̶e̶ ̶h̶e̶i̶g̶h̶t̶ ̶o̶r̶ ̶y̶o̶u̶ ̶j̶u̶s̶t̶ ̶c̶a̶n̶'̶t̶)̶

Just understood how the are supposed to work, so never mind this above, but you should still do something about the wrong way to do them - holding A or D and timing your jumps, just make it impossible to do it that way so people don't waste half an hour like me to try climb walls, because it feels like it just was supposed to be hard to climb and it is possible that way.

There should be some indication you touched the ground, as you don't really know when you can start another dash-slide-jump combo and you often just dash, because you are in the air and cannot slide and it kills your momentum.

When you dash off a platform you are powerless to do anything, I think you could try giving a 1 frame timing (with buffered jump during the dash) to jump even when not being on the ground. #Played some more and I really despise this.

You don't have to touch to wall to fall slower.

Quality of life - You could make the mouse vanish when you touch the keyboard so it isn't visible on the screen as you don't use it and you don't need it.

Probably Bugs:

It doesn't register your position is eligible for a wall jump when you touch the bottom corners of the wall.

When you spam the dash button really fast, sometimes you can enter a strange state in which you are sliding without pressing the slide button, you cannot dash, and you can exit this state by jumping or pressing the slide button and it will un-slide you.

When you try to dash and jump at the same time (probably frame perfect) or with slight delay (2 consecutive frames or something similar) strange round particles start coming off you and you are unable to do anything (jump, dash, slide), you can unstuck yourself by resetting (r), dying or falling of the edge (probably it just needs to register that you touched to ground).

When you try jumping during the dash it will make you unable to slide after you exit the dash animation killing you momentum and destroying the dash-slide-jump combo, as you won't jump because it doesn't buffer your jumps during the dash and you won't slide because of the bug. #This too

Sorry for English btw

ive been playing for about a month now and I totally agree with you- in previous versions, it was a lot easier to neutral up walls, and it felt a lot better, but you could use it to cheese some of the last section, so I/O removed it.

(1 edit) (+1)

I saw your video on youtube about how you made 10 hours of gameplay from 30 seconds of content, the video was interesting and got me interested in the game as well. The movement, at least from what i saw in the video looked very similar to celeste (you even mentioned it), that made me even more interested in the game. So i downloaded it and i have found a couple of problems, i understand this is a demo but there are some things here that make me frustrated. First of all, the neutral jump in this game feels very inconsistent, its hard to explain but it feels too "angular" as well. When neutral jumping in celeste you get a smooth and round jump back to the wall, however in this game when you do the neutral jump it looks more like a triangle which feels weird in my opinion. Second, the DSJ feels very smooth and nice to do, it has a lot of wiggle room which i like. But what sets me off about is that you need to be on the ground to do it, i feel like a diagonal dash would help make it feel a bit more consistent. Even letting the player very slightly change the direction of the horizontal dash would make it feel better in my opinion. Third, this is maybe an issue on my skill rather than a problem in the game, but i found the game not registering my inputs. I think its because there isn't enough input buffer room. What i mean is there isn't enough room for me to buffer my input before landing, which would result in me either falling to my death or messing up a DSJ. Fourth, this point is more about the GUI rather than the gameplay but i feel the need to show it anyways. The settings menu is the problem here, its too out of the way. It feels more hidden, maybe adding a button to go to the settings menu in the main menu would help? Also the settings menu itself is a bit annoying to deal with, it needs to be a bit more clear what button is which (One example is when i set an action to the right trigger on my controller, it says joystick button from what i remember. Which doesn't really make sense). I also found the button images don't update? Whenever i set something to a different button it doesn't update to the correct image unless i do it a second time. And that topped off with the weird button names makes it hard to know what keybind is what. The conclusion here is that while i understand this is a demo, there are a lot of things to work on that would improve the feel of the game. I do see a lot of potential in this game, so i hope you continue to work on this!

my ps4 controller doesn't work with the game besides jumping. I can't even move left or right on the controller, and I have beaten an (almost) grandmaster Celeste map on my controller, can't even do an ultra on my keyboard. I find DSJs really hard on keyboard, and have no idea where this fabled "controls menu" is supposed to be. 

Aww rats, sorry to hear that. It should be on one of the settings buttons or accessible with F1 regardless of your input method

That's what I did. I used F1 to open the options, and tried both setups. With the keyboard setup, nothing on the controller worked. With the controller setup, that's when I had the problem of only jump working. I also forgot to mention that O was my jump button, when it should be X. Very unplayable on my ps4 controllers.

thanks for the feedback, I'll work on a fix when I can.

Rebinding everything manually should work, if it doesn't then that's a problem.

How do I rebind manually? 

Yeah the system could be more clear. By selecting one of the ability buttons the game will start listening for inputs. From there, you can press any button or trigger to bind that action to it. One bug is that if a button is bound and you bind a stick or trigger, it will also keep the button binding. You can get around that by also binding an unused button.

(1 edit)

I've been working on a game like this for afew weeks when I saw your youtube video on my home page, when I watched it, I realized... That you are WAY better at this than me, (I've only been using unity for like a month) and that my game still needs a "LITTLE" work. Good Job and awesome game!

Also if you don't mind me asking, How did you get so good at level design, and how in the world did you make the movement so, smooth and soft, but also responsive and fast?

Thanks so much!
Don't worry, after a month all I had was very basic horizontal and vertical movement. This is me more than two years into my journey. 

For level design, I have a few resources for you.
I made a level design video a few days ago but not many people saw it. That's like a good overview of the philosophy and process I use personally.

GMTK's level design videos are all fantastic, highly recommend you watch those. 

Let's Talk Game Design is another great channel. That one has a lot of 2D Platformer-specific stuff. 

As for the movement mechanics, LOTS of trial and error. I probably spent over 300 hours on the movement alone (between implementation and tweaking variables). 
Here's how I do jumping: video

A great overview of 2D movement

GMTK on the theory behind good movement

Good luck!

Thank you for the recommendations and I will definitely check them out, and thanks for making such an awesome game, can't wait to see where this goes!

First, why does the Escape key restart and P for the dash in the keyboard control? I can't exit the game to the main menu...

The learning curve is too steep, you throw me to a large map with the unknown.  The movement is not as satisfying as I think. I feel like I need many hours to master the game but the game doesn't tell that to me.

And after the corner slide, you can't dash? intentional? it bad.

Too many soft locks with force you to restart. 

The boost mechanic as you describe in your yb video is interesting, but I feel like it is required to beat the game somehow. With is okay but feels like this is an advanced mechanic where you aren't required to beat the "game" but are required to beat the "time"

Not as good as I think, I don't feel like spending hours mastering this game, the game doesn't give me some reason to master it. Still a early stage of game dev through could be change.

you can exit to the main menu by pressing F1

also what soft locks are you talking about, I can't think of a single soft lock except for if you fall off the map

if you're talking about ledgeboosts, they're definitely not required to beat the game, and even if they were, they're really easy to do

it's a speedrunning game, of course you're not required to beat the game but instead the time, because that's what speedrunning means

the reason to master it is to beat your PB, or to beat the WR, because it's a speedrunning game

This is a soft lock, and somehow I can't P to dash here :/ 

I know what it means to "Speedrun" the game. But before you Speedrun it, you must know how to play the game. And the game doesn't teach well. An example is speed-solving a Rubik's without knowing how to solve it first 

r to reset lmao

Hey there! Just played through the demo and I'd like to report a small bug (I think) that I found on my playthrough. Judging by how inconsistent it feels, I'd imagine this is a bug. If you change your direction after a wall jump (whilst in the air), you can gain height as it gives you a small boost - very similar to neutral jumping from Celeste. This is cool tech if it's intentional, and if it's not, then it's a cool bug.

It's intentional ;)

Nice; critical backdoor security exception when executing the demo. Even when launching it with all defenders disabled, it makes the windows freak out and insta delete the exe. Might want to ship it as a zipped build on default, or use a different installer maker.

Very frustating initial controller layout using the triggers and an odd choice of buttons for accepting etc, trying to rebind made it all the wrong buttons aswell, not sure if this was just a me issue but sadly its basicly unplayable for me if i cant rebind the keys. Ended up shutting the game down out of frustation to write this in hopes that either its litterally just my setup thats acting funny or maybe if i encountered a bug i could let you know.  Positives that i got from the short time of playing, game feels responsive, effects feel straightforward and give good feedback as to what im doing. ill give a better review if i end up getting things working or if there is a patch.

i dont like leaving negative sound reviews, i love your project and i think you are making awesome progress so id love to be able to try it out propperly in the future <3

Great little game. I discovered it through the YouTube vid I/O made, came because I was curious to try it, and, honestly, the main reason I'm finding myself booting up the game now is  for the music... The soundtrack is phenomenal.

Regarding the gameplay itself, here's my experience in case it is useful for the development (this is my first time posting on itch, I'm assuming this is where i can give feedback, but, if not, I can move this!):

1. Positive: The indirect way the game design teaches you about the mechanics of the game I think was done really well. I picked up the game after watching the first video breaking down the design philosophy behind the game, and I was still surprised at how effective the level design was at teaching the movement mechanics;

2. Negative: That said, there was one mechanic that I really struggled with - it took me a long time to figure out how wall jumping worked exactly... Because of this, I actually found Level Two significantly harder than Level Three. I think the fact that it's something you can do the game introduces effortlessly, I did my first wall jump without giving it a second thought. But it took me a long time to understand that when you first wall jump there's a brief moment where your character sticks to the wall, giving your fingers time to change the inputted direction... I did eventually figure it out with trial and error, but i found it very frustrating. Don't know if anything can be done about it, but wanted to mention it;

3. Bugs: there are also two bugs I ran into. The major one is that my sliding is inconsistent... It doesn't feel like it always registers. I don't know if it's user error, or something to do with my keyboard, or something else... Its just, since this is a game about movement, not being able to control movement smoothly stands out... I can try to capture some video footage if it's helpful. Secondly, as with DarkAtrium, the level selection menu, the settings menu, and also the image with the control buttons at the start of level one all clip outside the edges of my screen (playing on a 2k monitor in case that matters). It honestly doesn't impact the gameplay experience at all, just mentioning it. 

4. Suggestions: lastly, a suggestion: i think it would be really cool, and helpful, if there's a visual way to show the user when the dash has been used up, and when it can be used, like in Celeste. 

Excited to see where this game goes! 

wow, what a fantastic comment to start my work day with.

I'll need to give it a proper read and reply in a little, but for now - thank you so much!

when i opened the settings it looked like this and wont let me leave settings(I have not zoomed in, this is my entire screen)

aw

w rip, f1 again will leave the setings, sorry it's messy on some aspect ratios

Sadly couldn´t try it, because my PC has something against it for some unknowable reason and therefore lags like hell. Still hoping for a Steam Deck port though.

Deleted 182 days ago

It will say that for all itch.io games if you click more it will tell you why (unknown publisher). I still wouldn't run it without a virus scan here is mine. 

Linux support when?

(+1)

Soon, latest will be when I have funding but aiming to do it before then, it's on the feature list

Unity has linux support I think, so you should just be able to click export to linux - unless they've changed it since I last used unity.

Hey leo, Is it okay if we can put this game into our bundle? Cheers, D Games

(1 edit) (+1)(-1)

Hi there, sorry for the slow reply!
That's more than okay with me, thank you.

(+1)


My run in level 1

(+2)

Awesome! Why not post it on www.speedrun.com/Strata and hop in our discord? https://discord.gg/GudwNuc9

gamepad doesn't work, unfortunately, I wanted to play the game with a gamepad

(+2)

Should do on current build, you'll need to go into settings and hit "default controller"
If not, new build will be out very soon.

(1 edit)

It first said it was a problem with Windows Defender, so I temporarily turned it off, now it's saying this,

OS: Windows 11 Beta Insider Build                                                                              Browser: Opera GX                                                                                                                              Version attempted to be installed: 12.3quite goofy isn't it (10.9 works lol)

Hi there!
So I may have updated the game *while* you were downloading it, try 12.4 now!

(1 edit)

Seems like space is slide, and S is Jump? I'm guessing it's just a couple of lines being swapped around accidentally 🙏

os: W10, version: Test Build 12.2 MASSIVE INPUT OVERHAUL.exe



Yep, that's a result of the overhaul. Thanks I'll put it in the description!

I just got the gold medal without dashing or sliding xD.

Oh fantastic!
Allow me to cordially invite you to upload the first run to our '0d0s' category on https://www.speedrun.com/Strata and brag about it to the discord: https://discord.gg/JhhtVxrW

my best time is 16.2 and 2 of my friends got 15... literally how

found a really really easy to pull off triple jump bug

Great find! That's a high priority bug I didn't know about.

That also earns you the second ever "game breaker" role in the discord if you're interested in joining.

https://discord.com/invite/zVvzgBfa

It isn't letting me install through the itchio app? It says

cannot read property 'build' of undefined

and when I tried again I noticed there was a bit that says "Install" and a box that says "Select" to its right but when I click the box it doesn't give me any options to select

very weird, there's a backup download link in the game's description if you want to give that a try

lag

Lmaoo

It's actually screen freeze just stacked but I imagine doing that would tank the frame rate, I'll take a look at it, cheers!

Very fun, current pb is  18.86 after about 5-10 mins of playing. Movement feels nice, just wishing i could rebind controls but that's not something i really expect this early on.

Have a weird bug where the first blue block has turned completely invisible. It still has collision  and behaves like it should but it's just not visible.

(+1)

Of course i post this and then go on a streak down to a 16.56 in the next few attempts

two things, one it has some bugs but as a developer I don't expect there to be none(if I pressed esc before touching the start checkpoint I spawned at another checkpoint and if I dashed into a wall it would stop letting me move until I dashed again)

and second, could you make w a jump button option as well(it is ok if you do not), this is because I am terrible at 2d platformers with space bar jump. 

Anyway, I love this game and will definitely follow its development.

idea: a keybinds menu where you could customize everything to however you like

(+1)

ya I downloaded it (had to turn off windows defender) and the file got scanned as a trojan virus after a scan... Maybe distributing the game as a portable instead of an exe would fix the isue... it might just be a bug with windows defender. Either that, its a worm and corruped the file Leo uploaded, or Leo's distributing viruses. I'm leaning toward the first one and if so it's not really a bug just windows defender being incredibly weary of .exe files

It's Windows defender working as intended and a skill issue on my part.

Trust your judgement. I wouldn't ask anyone to put something on their computer they weren't comfortable with. Eventually I'll wrap my head around .exe signing 

Cheers!

(+1)

firefox and windows defender both say its suspicious, then windows defender detected a virus. seems fun but i think im gonna pass

Looks soo good, Ill try it ASAP! 😍

Hi! Saw you YT vid, wanted to play the game on M2 mac - but I can't figure it out.C

Can you post some simple instructions on how to set it up? I'm a console gamer, so all this stuff is new to me.

P.S: Loved you mentioning Ghostrunner - its such an underrated game IMO. The movement is absolutely unreal, I never thought a game could top TF2 but GR1 surely delivers on that part ;)

(+1)

Skimmed the other comments to not double report a bug, but not seeing this one. Not sure if its intentional, but if you hit R to go to checkpoint before you've started the game at all, it teleports you to the halfway point on the level. If you finish the level and then hit escape and restart from the start, it no longer tracks your time at all.

(+1)

Ahh, looks like I forgot to put a null reference exemption there so it teleports you to 0, 0. 

Great find!

Fun game, looking forward to seeing it progress. I do think you should consider removing the ability to jump off the same wall repeatedly in a way that gains height it let's you cheese a lot of the tougher jumps like the one by the optional collectible, and even lets you skip the keys entirely. I don't think it provides a faster way to get through any part of this level but might be an issue in the future.

(+1)

found a bug where you can activate one of the respawn triggers to skip to the second door crystal part by going skipping the path up, then jumping and colliding with the bottom of that piece of terrain.

(+1)

.

I found this too, got a low 16 with it, but this bug doesn't actually let you save time over just jumping the gap interestingly(as far as I know), since you can't carry momentum.

You can do this faster by pressing R, i found this  quite early when trying to get fast times, even in a regular category this helped me get faster times, but this is useful for beating the game without dashing or sliding.

Super interesting!
Zakkina actually also found this bug and found it was useful in a category where you don't use dash or slide.
I actually quite like this bug and will probably deliberately design it in at some point for players to find.

:)

reminds me of some speedruns ive seen for the older mario kart games where they would abuse knowledge of the game's checkpoint system

(+1)

Thanks to whoever it was who donated, very based.

For the .exe getting blocked by antivirus programs, you need to sign your executable:
https://stackoverflow.com/a/252245
or to handle just Windows Defender:
https://www.microsoft.com/en-us/wdsi/filesubmission

what the hell

(+1)

HUH? How did you do that?

steps: clip into the left using the corner glitch found by some others. Then dash into a corner iun a specific way to get up. You then need to dash into the corner leading to the hole in the top middle of the screenshot, and you will clip up into this un-escapable corner

Wanted to play on Steam Deck, but the Download is only Windows. :(

(+1)

This game would be perfect on deck.
if (when?) I do a steam release I will make that a priority, and if it's possible to do before then I'll definitely try and make it happen!

(+1)

Will definitively try it on PC!

If you can get it working on linux  it will most likely work for steam deck. Even if it's not technically supported cause not a steam game you can make a lot work on the deck.

(1 edit)

You defenetly did something there, this games movement can be mastered to a high degree, I can tell even though I only played for a few minutes. But there are also a lot of bugs, my encounters so far were:

-getting stuck in corners

-dash and/or jump  beeing entirely disabled 

both could be resolved by getting off the ground (falling off a ledge, using a jump pad or jumping if possible)

so I would guess that the player can clip into the terrain due to having slightly changing hitboxes throughout diffrent animations, hope this helps, keep going, the game is on a good way from what I can tell.


Edit:

Also add fastfalling

This is really great feedback - thank you!

The dash/ jump being disabled has been bugging me for a while, tileset collisions are hard but I'm 99% sure I'll be able to fix it for the next build. That's a top priority bug though cause any inconsistency is a big issue.

The corners thing I have tried to fix and failed - I basically need a super elegent solution that teleports the player and resets their speed back a few frames, but only at the right time and always by the right amount. If you've got suggestions on that end I'm all ears.

And ooooh fastfalling - I'm very into that. My one concern would be that it could make it too easy to slide hop chain, so I'd need to add ~.3 seconds of lockout after jumping, but I love fastfall challenges in Celeste and it could pair nicely with the slide.

(2 edits)

That all makes sense, I think the fastfalling should somehow be implemented so that you can input them at a precise timing after the jumps of speed tech to make it even faster, wihout making it easier to do as a whole but thats probably a very tough design problem, also, do the checkpoints rely on proximity to their center? Beacause even though I could not get enough momentum to skip the entire pit at the end, if I just touched the last platform from below it would count, that way I cheesed my way to a 18,00. Another thing: An online tag mode, just to toss some thoughts around :)

Yeah I don't wanna add more complexity to the bread and butter movement so it may well end up on the cutting room floor but I'll try it and see how it feels.
Checkpoints are all polygon triggers so yeah it's possible to set your checkpoint in uninted ways, that's something I'll need to polish up in the fabled ~ new levels ~

and yeah pit skip is an insane difficulty spike over the rest of the speedrun, 300 downloads and only one person has got it and that was a close friend who's had the game for a while now

(1 edit)

Just keeping up the DSJ throughout an entire run, is extremely difficult, with corner boosts and the occasional bug it is basically impossible without a lot of hours in the game. So the depth is there even minus the bugs. 

Yeah it's easy for me to forget that I've probably got 100 or so hours in the game, but you'll get it
I PROMISE the movement bugs will be fixed when the next content is added.
I want this to be a rock solid game that players feel happy putting a tonne of time in.

Thanks again by the way, this is really useful feedback.

Not really sure if I should mention this or where, but you can go into the walls by clipping into the corners, if you want to replicate this pretty much just jump at the crack in the far left wall until you clip through(I tried to get a video of it, but for some reason obs records the game specifically at like 1 fps)

(+1)

Our first bug report, truly a momentus occasion - thank you!
I'd actually found this one already, and I know for a fact you were deliberately bug hunting to find it which I'm super grateful for. 
It's a result of the polygon collider I'm using paired with some interesting physics implementation.
I think I'm gonna move away from tilesets in the next build, which is a shame cause I actually really like this bug lmao

Less bug hunting, more I just like breaking games and it looked like you could jump around the left wall to get out of the map (Maybe I just do bug hunting naturally)

there is a lot more goof than that lol

B|

DAYUMMM HOMIE

Okay now I have actual competition

Wanted to play but i only have a Mac... you can add a HTML build to reach more players if you can

That's very high on my priority list right now, I'm having some issues with it but I'll let you know as soon as I get it running. Thanks for checking the game out!

I've just played it on mac using the Game Porting Toolkit. Works perfectly.  Getting 138fps on my M2 Pro. 

(+1)

Oh fantastic!
Once I've refactored some of the spaghetti I think we should be able to hit 200fps.
Thanks for the performance data, very useful!

(2 edits)

New PB! (This doesn't affect the cameo competition. The in-game Developer time will remain 11.7 seconds).May be an image of text that says "Developer: 11.7s Gold: 18s Silver: 21s Bronze: 25s Personal Best: 10.62861 Press Esc to progress"

Almost two seconds better than I was when I uploaded the game. 

.

9.67

9.63

you gotta start working on the game instead of playing it lol

Viewing most recent comments 17 to 56 of 56 · Previous page · First page