It was an unfortunate necessity to prevent the player from clipping into the wall due to the widening collision box. Post-jam I'm hoping to re-work the collision to make that no longer an issue
Deor
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Yeah, to expand on what Giga said, I had that wall jump area one tile narrower initially and in my tests I'd get through the level so fast that I'd break Shrimp's pathing and soft lock the game after breaking the floors in the later part of the level. In an attempt to slow the player down enough to keep that from happening I widened the gap on the initial wall jump section by one. It worked, but in retrospect made it too hard and I didn't realize until after release.
Glad you liked it! I've been busy this last week, so I didn't get to go through the comments like I would've liked. The collision and controls are def a bit jankier than I would've liked. It was made in GameMaker 1 and I probably spent a good 6 hours relearning how to use it because YoYo Games removed all the documentation from their website, which cut into my polish time lol
I'm planning to port it to Godot at some point to learn the engine and polish it up a bit more.
Hey, the lead programmer here! Our original plan was to allow the player to wall jump off the encroaching wall, but didn't have time to properly implement and bug test it. If we continue working on the project post-jam that's something I'd definitely like to implement, as well as improving the wall jump by making it its own state.
Also: the change with the frustration meter has to do with your physics. It starts subtle then ramps up. At frustration 100 you have ice physics, fall like a rock, have reduced air control, and have a quarter second delay between pressing jump and leaving the ground.
I like the concept, but I had some problems with the aspect ratio cutting off my UI, so I couldn't tell how much health or energy I had. I also would have liked to see some in-game feedback that tells players that they can't hurt the robots, as a player who's just skimming the text could easily miss that detail.
I like the concept and aesthetic, though I do wish you built up gas a bit faster (perhaps rising faster to compensate), as the game's pace can feel a hair sluggish.
Also ran into a bug with the blue projectile enemies: the more their projectiles slam me into a wall, the more out of sync the camera gets. This caused me to soft lock on the level with several projectile enemies and the block in the middle, as the camera moved to where I was off screen and the projectiles kept resetting my gas meter, so I couldn't die to reset the level.
Gotta say, this is an excellent puzzle game, and one of my favorite games in the jam so far. Love the concept, love the art. Please keep working on this because it's definitely something I can see myself paying for in the future!
As for criticism: While I was able to figure out what all the towers did with some experimentation, their exact function could use a bit more explanation. I'd also like some quality of life changes, like being able to see the towers' power costs and target power to activate the teleporter.
I also didn't realize until about halfway through that you can delete towers by pressing Q while holding them, you may want to include that in the instructions, as it's not obvious (I figured it out by accident).
Finally, running back and forth to grab multiple towers while experimenting got pretty tedious. Not entirely sure how to fix it without interfering with the gate mechanic, but it's something to think about.