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I'm back :)

I found a bug :(

      If you manage to hit the ogre before it can start an attack, a combo as simple as B>B>B will freeze the game. Music and animations will continue to play, but no inputs are registered. On an unrelated note I'm now very good at speedrunning to the ogre room.

     Dying and respawning at a checkpoint resets all progress on the map. Unsure if this is intentional or not.

     After learning that fast-falling was a thing from the build notes I tried doing it for a bit and didn't notice any significant usable difference from normal falling.     

     Walljumping feels slightly better, but also feels like it eats my inputs sometimes. I'm pretty sure this is because I'm used to input buffering from games like Celeste rather than being a fault in the new build. In my personal opinion I think input buffering for the walljumps would be a good idea, but I'm also just a random internet person so do whatever feels best to you.

     Doing a big lateral walljump in the spot shown below and immediately walljumping off of the wall that you hit causes you to do a really high walljump for some reason. Personally I think this is an excellent mechanic but it still felt like something you might want to know about.


     EX moves feel less consistent to pull off. It's debatable whether I've gotten worse at the game or something's actually changed. On the other hand, I'm a big fan of the warptag being usable on any hit of a combo, and it feels easier to do than before.

     Now that backflips are consistent my preffered method of travel has become backflipping across the map. Big fan of this change as well.

Hope some of this is helpul! As a side note, since I'm hoping to keep giving feedback for future builds, should I put them as replies to this comment in order to avoid clogging up the comments section?

hi!

  • thank you for informing me about the borked ogre. i'll see if i can repro this on my end. we you able to trigger that freeze consistently?
  • the map progress reset is a known issue and shouldn't be too hard to fix
  • the fastfall atm doesn't have too much utiltiy in the demo besides getting down the from the tree a little faster. it's more of a fine-movement tool for more elaborate levels (plus some other novel uses i plan to add in the future)
  • im still experimenting with different input buffer options. I can also run some experiement on buffering standard and wall jumps, but given its currently functional in the current state, this won't be a big priority.
  • huh that's super interesting regarding the fast lateral walljump. i'll see if it can repro it and may-or-may-not fix it depending on what designs it can break lol.
  • ex-moves now take up 8-12 energy to use, do if u dont have the energy, it won't come out. i have also decrease the frame input window for those down to 3-frames last time i checked.
  • glad the backflips r working well and are fun to execute :)
  • feel free to put your comments wherever. if you feel better about just replying to this comment, go for it!

And thank you so much as always for your feedback <3 getting folks to regularly test this means a lot and always helps a TON

ok good news - i managed to repro the ogre freeze and the weirdly-high walljump

the weirdly-high walljump was triggered because i forgot to reset the neglect-gravity timer when entering a vanilla wall jump

the ogre-freeze triggers when the ogre is hit without being noticed by the player. the crashes on an AI codepath that assumes an actor target has been assigned (which should be the player), but didn't happen because i mixed up 2 lines of code lul

big surprise - SetTargetToWhoeverHitMe doesn't really work if the buffer that contained by last hit got cleared (thanks to ClearLastHitReceived).

So, those fixes have been addressed locally on my end. And I'll roll-out those fixes on Saturday/Sunday with these fixes plus several other AI tweaks to general enemy behaviour. so that'll be fun to try out ( '3')