works for me on win10 10.0.19045 Build 19045
akweus
Recent community posts
Don't ever undersell yourself on how well crafted this puzzle board is for 100%
you should bee incredibly proud of this game
i got stuck trying to overuse [FLOWER] for G flower flip; got frustrated trying the wrong options, causing myself to spam the spell attempting to clear areas that would be thwarted
Fire Key and Flip being the bread&butter&(your choice) and all interacting with different sections of the map forms a very solid basis.
Flowers and Keyswitches interacting with Fire has a satisfying usage, midgame i found myself becoming an expert on pre-swapping and synchronizing and blocking keys before I really appreciated that I could just exit the ground with them
I think BUSH is a hilarious spell with how strong it is, but how not straightforward it is to get to. I enjoyed the couple of uses I got out of it, collecting it late at first and jumping right into no-BUSH trophies
I skipped size on my first run (to see what would happen basically) and got to experience it when clearing the left side trophies, not super easy to use due to the limited locations you can input the command, but satisfying to use on the left-side trophies, equally fun to explore using as G, just too abusable if it had a smaller input.
B as a convenience feature before the player notices the warp pad at the start / or hones in on their goals and just uses the restart map button. And the prank with the notes made me laugh
G was a fantastic game changer. Really pushing my understanding of the gameboard to its limit
The only thing that really threw me for a loop was walking directly onto notes when they had a clear space beside them, and the character was elevated
I think if the sequel / remake / combo of this game got a fancy art-style and camera, the player could better intuit that they're standing on-top of a block/wall, so they'll descend onto the note rather then push the note. The logic is consistent with pushing things in the way.
(all it really did was stop me from pursing the wrong excavation and wrong methods for G flower flip, and led me to revisit the correct map sections to deduce the solution.)
Bee Magic was shorter then Baba or Stephen's but I genuinely think you crafted an equal. Its great to have a game like this to send to friends to test their interest on hard puzzles / sokobans without sending them a 60 hour game.
I'm definitely going to check out your other projects but the ones i've checked so far seem to be free, is there anywhere to support you or do you have plans to put donations up for Bee magic / plans to include this map in a sequel? that you sell maybe?
i was missing something - and i was overcomplicating things, trying to use the 5box 2key and 0 swap, when all i needed to do was use the 1box 3key and i could freely use 1 swap.
was honestly trying stuff with fog of war etc
its incredible how each section of this map only gets used in specific combinations
i guess the camera control is a reference to how mario64 has a badly connected camera which merges zoom with y axis
I can't really understand the need to combine those when not offering keyboard controls; demanding a gamepad and using a camera control mechanism that has been dead for 20? years. At least offer the default engine character controller camera controls alongside the gimmick ones, i'd like to be able to spin the camera on 2 axes without that affecting zoom, for both purposes
pretty annoying to work with but most of the game isn't asking for much, you can take it fast and skip some huge gaps or take it slow to avoid falling down in most cases. Most of it has pretty generous checkpoints to account for gigantic spike hitboxes, Madeline's suicidal tendency to wallclimb towards spikes, and having to learn the physics/limits by doing a lot of guess-and-check jumps in the short time you spend getting used to the platforming engine.
But there is one tape-world with a miserably randomly placed walls of spike tiles and a few long range jumps where you are just going to miss over and over and over because you need to tediously collect green gems to refill your dash and heavily reposition the camera to have a chance at gauging the distances
and the whole time in a tape world you have to listen to an Acapella remix of the game's song - normally pretty enjoyable - which is now a reference to Mario sunshine having horrific music in its shine-dimensions and an affront to Celeste's history of music.
There wasn't a volume level low enough for the first mario-sunshine dimension that i spent more then 60 seconds in,
a real sour taste at the end having that spikewall tape-world be so much more frustrating then the other ones, i turned the game off at 26 ish strawberries and it made me regret my most of an hour i'd spent playing. Due to not being able to finish and see whatever small reward was waiting for fans at the end.
for more calm feedback; i unironically would like the ability to just brush cut like how (i assumed) the carving uv brush works
maybe i'm misunderstanding how the carve affects the mesh, i'm assuming its just two layers of uv using pixel/vertex shaders
i tried opening the .pumpkin files in photoshop to do more complicated designs and etc but they seem to be stored as some secretive binary instead of a straight up-and-down ] texture UV format
love the simplicity. found from youtube
i got used to the o/p controls pretty quickly , but i see you are intending to add control changing in the future
felt like i wanted to be able to swap pieces that were already placed, without removing them to the piece box - but it looks like returning to the piece box is a key part of the gameplay design, like when filling a jigsaw puzzle on a real table
i feel like the piece box could be expanded as part of the gameplay by making the pieces start jumbled before they are picked up (like flipping and sorting jigsaw pieces when starting a puzzle)
or:
depending how relaxing/challenging you want the game to be: it would be neat to see a little bonus tracker for placing a piece without bringing it back to the box, or for placing the next piece auto selected (combo), or for placing all of the pieces very quickly
I think it might be less confusing for players if the piece box is on screen at the same time as the board, this might mean you have to have an option to have a smaller piece box and find a good spot to place it onscreen
maybe there could be animations for pieces when they are placed correctly/incorrectly? (late late polish type stuff)
1 option that puts
Talk to The Wizard into the start / enter menu and then you can't interact with him on the field. Maybe this should be the default setting
I got into a lot of battles by getting stuck into his dialogue
there should at least be a cancel talking button at the bottom of his dialogue options
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and an option that lets you hold charge / C to walk, and you dash by default
usually those are the two options you get (hold C to run or hold C to walk)
you super get bonus points for having the toggle option
and you options menu is super fantastic already (button remapping, screen shake SLIDER instead of just on/off
like you've done a super awesome job already
just two suggestions (b' ')
might be intended
also i don't know if you have any way to make the game check if its keyboard input or d/x input but naming the keyboard buttons instead of using a/b/c would have helped
maybe even you could just use a special symbol that looks like a button with (A) (B) (C) as i actually tried hitting keyboard 'a' 'b' 'c' and 'z' 'x' and 'c' for a while before i realized it was shift :P