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(1 edit)

Wow I'm really impressed by the level design, I currently have to "take out the trash" :D
This is just hard as I wished it to be honestly, I enjoy the fact that when I'm stuck it's just my fault and I need to think (except on that part I got stuck on trampolines for a while because I was missing an ability?)
The music is chill and fits, makes me want to spend some more time on a level.

I sometimes got frustrated when I had to land some technical jumps but there is this little lag every N seconds (playing on browser, maybe a goroutine not parallelizing?).
I don't know if it's saving the game, or doing video record thing (yeah I followed a bit about your requirements on github/ebiten :D)

We can see a lot of work has been done, but there is still this extra great design that I don't know how you did haha

(+1)

Thanks!

Yes, each path of Anti-Hub requiring two abilities at once is intentional - and all three sections make that rather clear at the beginning (that trampoline room is arguably weird, I added it specifically to subtly tell the player that they clearly lack something).

Taking out the trash is easy once one knows the trick - one can carry multiple platforms, and releasing two at once into the chute is perfectly safe and even three at once not dangerous but a little tricky.

Yes, the web version is more laggy than it should be, and I am working on optimizing further but especially the rendering I just can’t get faster there even if I turn off most CPU processing - so likely this issue is with Ebiten or the browser (BTW I get much better fps in Chrome than in Firefox). The native version also has some minor GC lags but they are hardly noticeable except when walking left/right a lot (e.g. in Hilbert’s Dotel). I do intend to reduce those further by reducing memory allocation, but they probably will never go away entirely (will follow Go updates though, soon gonna switch to Go 1.18 which has some GC improvements). If you have lots of RAM, GOGC can be set to have fewer GC pauses. If desired, I can help you export your savegame from the web version to the local one.

There are only few parts that actually require strong platforming skills, primarily in two of the Anti-Hub sections which I intended to be rather hard (one of the three OTOH is easier but takes longer). You did get past the race section, which tells me you have what it takes :)

Thanks for compliments on the level design - I’d describe the design philosophy mostly as influenced by Antichamber, VVVVVV and Super Mario Maker troll levels, while being a math nerd. You really shouldn’t check out the game I made when I was 16 though, but well, there’s a reason it’s not on Itch ;)