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(+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

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