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(1 edit) (+1)

The "cleaned" gauge maxes out one item before the level is finished; the progress bars for the individual items may max out early as well, but it's difficult to tell. This confused me a bit and I went back to the main menu to find that I lost all progress. I eventually figured it out when I went into the pause menu and found the key for radar. The radar is very handy. Also, it can get a little tricky to find like the very last pixel that you need to clean.

Thanks for the feedback! Here are some thoughts/updates to 0.19.0:

  • The progress bars (both types) should now never render as 100% complete unless the task is 100% completed. They'll get right to the last pixel but not fill it up until it's done.
  • Yeah, saving levels isn't implemented yet. I plan to get that in but maybe not until the game is closer to launch.
  • Agreed radar is handy; I've thought about enabling it by default, but I'll likely make it an (early on) unlockable upgrade which should help with the feeling that it's buried or hard to discover.
  • Agreed that the last pixel(s) are hard to find. I've written the code so that an object is marked as "complete" at any % point I choose (for example, even 1%! which feels ridiculous). I'm not sure where I want to land on this, but a goal like 95% clean for all objects might be a good compromise.

Really appreciate you playing and giving me these useful thoughts 🐷🫧