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HOTWAXXX
Creator of
Recent community posts
I appreciate the kind words! I was hoping I’d make a well-balanced design between the time you’re given and the pacing of the paws. Originally, I planned on having the paws spawn more frequently as your score goes up, but I ran out of time to test that. Happy it’s a fun experience as-is!
As for your one gripe: I know EXACTLY what you’re referring to, and it’s not that the paw hitbox is too big, but that the fungus hitbox is too precise. Since you turn so quickly, your bulk can rapidly hit multiple positions in just a fraction of a second, which can lead to seemingly “unfair” deaths when in actuality you just turn so bananas-fast that you barely notice the edge of your fungus hitting an active paw before you game over.
I actually want to iterate on this game after the jam and change to smooth tank controls, where A/Left and D/Right rotate at a fixed speed and W/Up and S/Down move you according to your orientation. Waaaaaaay more predictable movement that way.
I have a hint as to why that might be... you're moved to the next level when your torso is at least 32px off the right side of the screen. however, if you're 32px BELOW the bottom of the screen, it counts as a fail. It's not common since all levels end with your character at minimum 64px from the bottom, but if you exit slowly enough you could theoretically fall off the stage without clearing the 32px x-value. I can fix this tonight!