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(+1)

I like the concept, a lot! It would be nice if controls were a bit more intuitive. A few times I had some pins fall on their own at the start of the level, you might want to look into that :)

Thanks for playing! A controls upgrade is coming, but regarding the pins, this is most likely due to the fact that Godot does not natively have a deterministic physics solution, so there is no guarantee that any particular machine will execute exactly the same way on all hardware. That said, the only place where a pin should fall without human intervention is the "crate pin" on the main menu. It would help me a lot if you could tell me which pins and levels you saw this with =)

(+1)

first level, the short pin on the lower platform did it a few times. Cannot remember where it happened after that, but also another pin did it. It fell on its own at the start of the level. Playing on WebGL on Chrome, hope it helps!

There are a few pins, that one included, that are placed a little above the platform itself - I figured I didn't need them to be pixel-accurate since gravity would do the rest. There's a possibility that this somewhat lazy approach of mine didn't mesh well with Chrome etc., because the gap on that pin is quite a bit larger than for most other pins. Thanks for taking the time to get back to me on this, it's definitely helpful!