Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(2 edits) (+1)

Up to the orange squares, I thought the precision was hard-but-fair. There's a surprising amount of subtlety in the controls and I was eventually able to make my ascent largely repeatable. With that said, I do think you should offer a way to survey the pachinko-style drop that precedes accessing the entrance to chapter 4, otherwise the randomness of your first interaction with it just feels a bit unfair.

Once I got to the orange squares, I just found it impossible to get the timings repeatable. To the point that I'm wondering if the precision required is either outside of my physical abilities or outside the technical limits of puzzlescript on OSX Chrome. I ended up screencapturing that section with my inputs displayed on screen and hit the first tricky part once in 8 or so attempts. Looking at the inputs frame by frame, I can't really see what was different about the time that worked.

https://file.io/3m08wrJGkqQm

All that said, I thought this was v cool and was technically impressive :)

(5 edits)

Thanks a lot for the precise feedback! I believe I was able to identify the problem from your recording: You're holding down the up arrow key, instead of only pressing it once when on top of the orange dash square. What this does, and it's something I kind of neglected during development, is that it constantly triggers realtime ticks. This way the interaction seems to basically become rng. The reason it doesn't happen for the other dash points is probably because they immeadiately follow another dash. I'm not sure why realtime ticks are triggered by this, they are not supposed to be triggered by the player. If you wanna experiment with it yourself, here's the code (updated): https://auroriax.github.io/PuzzleScript/editor.html?hack=c5153b6de142ef8a58071eb0b709615b (I apologize It's very messy, cleaning it up is just not something I had the time for.)

To be honest, I thought this "bug" benefitted the game, since it wouldn't allow players, unlike what you did, to just hold down keys instead of actually trying to time it. However, it looks like I needed to communicate this behaviour more clearly to the player, since others also seem confused by it.

Anyway, so what you need to do to beat this section, is only press the up key when on top of an orange dash point. I hope this makes it easier, and not more difficult. In the end, timing is still supposed to be part of the game, but if this makes it inaccesible to you, feel free to tweak some values or skip sections to beat it.