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.
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
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 ;)
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.
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.
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.
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.
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
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!
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.
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.
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.
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
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)
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)
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!
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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
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!
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 ;)
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.
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.
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.
.
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
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
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. :(
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!
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.
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.
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
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)
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.
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!
New PB! (This doesn't affect the cameo competition. The in-game Developer time will remain 11.7 seconds).
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