I had forgotten to setup the despawning but code exists for it to work, I wanted to get the update out and forgot to set that up. More levels will come, it takes a long time to make them feel good as well as all of the objects models look decent.
adamzer0
Creator of
Recent community posts
Working on a version that has a hidden velocity stat.
Moving forward increases it, turning lowers it slowly, stopping lowers it quickly.
You lose only up to 3 items now, if you hit an item with high velocity you lose 2, and medium velocity you lose 1. (Turning puts you slightly below medium velocity, so moving forward right after a turn makes you lose 1 item)
After about 1.5 seconds you will lose 1 item.
After about 3 seconds you will lose 3 items.
You lose "velocity" faster than you gain it, so it should be easier to nudge an item to test if you're big enough if you're careful.
This may be imbalanced.
It should be uploaded now as version 51 (as i dont want to use decimals)
4: Possibly it will be in a later tutorial. The mechanic is complex enough to be at least world 3 or 4, but a tutorial for it is a good idea.
5: I will look into this, the main reason behind players not being able to move in a terminal is to prevent multiple actions from happening at once.
6: The checkpoint is not a save state, rather an undoable action. The act of *leaving the checkpoint's area* will add a location to undo to. pressing undo while on a checkpoint lets you undo past it if you made a mistake before the checkpoint.
G: Before the next update ill swipe the key-rebinds menu from my other game.
Additional: I agree with the statement made within this message.
Question to you: Have you tried the game? Re-reading you first comment it seems you got that information from the video of world 1.
ill reply to your bullet points:
1 and 3 and 7 and Gameplay: My main goal was to ease players into the mechanics, so verticality is introduced later into the game. I've gotten this comment a lot and the use of 3d seems to have annoyed you, I request you please play the entire game as multiple levels utilize 3D.
4: I get this, I may re-word the tutorial... Making all pushables completely brown will not work. You can only push the brown part of a pushable object, a mechanic I will expand on later.
5: I may add an animation to using a terminal, having the camera auto-move near any terminal may be jarring.
6: Ill look into adding a visual grid. However, the undo button should help get anything unstuck for now.
7: I actually only use checkpoints a few times. They were used when the movement was really early and bad. Their main use now is just a place to undo to.
8: Interactable signs are a great idea. Ill look into implementing them.
Gameplay: I may make the tutorial skippable if it is redundant, leaving it in for players who may need it... Everyone does keybinds differently.
Final note: Due to some interactions, the objects are prisms. Without spoiling anything, world 2 introduces a mechanic that differentiates them.
Thank you for playing and enjoying the game. The video's you made really help out as they get a more people to see the game and hopefully try it out, I really appreciate it.
If you have any feedback or an idea for the game, feel free to tell me as I want to make the game as good as it can be and player feedback is one of the pillars of a great game.
I am not great with music and dont want to use anything copyright, but I am working on sounds for picking up items and collisions to start. If I get some practice or help from someone I can add music though.
I need to revise a bit of code to show meters alongside the cm and mm, but it should not be difficult.
I am working on more objects and a second level which will be a neighborhood. I have attached a few models I am currently working on, they have not been textured yet.
Unsure if it will have a timer, as of now the game is meant to just be a multiplayer experience so I will need to work on balance before adding any timers.
I wont be adding cousins as the characters are copyright... but maybe hamsters or something.
Thank you for the feedback, I love hearing when people try my games. Sorry for not replying for a week.