No worries, I'm happy that you're enjoying the challenges. This level does require you to be more on the ball than you'd initially think. You have to get off the second vine faster than you think, or the "platform extending" vines will die before you can jump off them.
Here's a ink to a walkthrough I created:
John Teasdale
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Thank-you! I think it's almost perfect too. My big bias is I like the games I make to be fun for me at my current skill level, but then I have to think about how easy Chapter 1 of celeste must have seemed to the devs.
If I ever develop this further, it'll have a flatter difficulty ramp. But I think the puzzles as-is are pretty good.
Oh no! I'm playing on a mac laptop with no scroll wheel and the double finger drag doesn't zoom, so I can't get the first password.
Hilarious, because when I first opened this, I thought "Oh great, I spend all day in front of a terminal" but then it hooked me.
I love this idea, I think it looks great. I'll probably try it again later when I have access to a mouse.
This is pretty slick. I like the layout and the hotkey placement and I think that with some polish, you can use this as a fun way to teach people about computer hardware.
From an experience standpoint, I have one big note:
When you 'solving' the puzzle, you have to wait for the "victory" to load (all the bits entering the machine). This can okay if the puzzle is challenging, so just watching the execution of your work becomes a reward (like setting up dominos to watch them fall), but it doesn't work in cases like this. Even having the "speed up" button is just a band-aid on the underlying issue. Think about how you can make it so there is player tension until the last bit enters the machine.
Haha, thank you for your feedback. I agree that it's too hard after getting the feedback.
The vines are a chain of 5 pixel long, RigidBody2D's in static mode, chained together similar to some of rope tutorials you can find by googling "Godot rope physics". While in static mode, their size and position is controlled manually, and I rotate the segment the player is holding towards the plater at a rate proportional to the vine's width, but clamped.
When the vine dies, I just change the collision layer and set the vine segments back into RIGID body mode.
The main logic is here. https://github.com/JPTeasdale/VineClimber/blob/main/components/vine/VineSegment....
lol, I think I missed something and made it too hard. The last game I played was Celeste chapter 9... whoops.
I have a full play through here showing the intended solution for each level: https://youtu.be/uUVAiWTv2To
Rad look! The graphics were killer. Coupla notes:
- I thought I was hitting everything because it would dissapear as soon as I passed it. Maybe wait until it's off camera to get rid of things.
- The buttons in the menu did not work well. I had to hover the 'Play' button hard to get my mouse to click it. I could not change the Player name as much as I tried.
- It kept saying "half speed" but I didn't know if that was because I was being punished and slowing down, or halfway to full speed because I was doing well.
- Probably not necessary, but putting some bounds on the camera is probably a good idea.
Of course, I wouldn't have many opinions if it wasn't fun.
Cool Dark Soulsy vibe. Awesome graphics; the light shading is really artfully done. Awsome audio. It was hard to play. I feel like my controls broke whenever I was near a candle or a fireplace. I don't know what the white "interaction" icon was supposed to mean and when I'd stand next to those things my character would stop walking.
Cool graphics and audio. Controls were mostly tight, except when trying to turn and shoot fast. Knights felt like they posed no threat at all. Archers were only effective when they shot at you from offscreen. A little better ai for the enemies would make all the difference for this guy, but a great job for a week!