If you look on the page and see the the text above the large control scheme graphic, it specifically states how to start the game. You could have seen that if you read the description for information instead of jumping straight into posting like a twitter user and dropping an F-bomb
LynxOfUndyin477
Creator of
Recent community posts
Ok I think I know what your issue is... You're not pressing E to go through the door. That's how i intended you to go through them as it was easier to program. The dying when going through a door is just you falling as there's no ground under the walls (and in hindsight that was very stupid). The reason you sometimes go through walls and don't other times is because that is one of the intentional bugs that gets randomly selected.
Hi,
The idea of this game is that you need to collect patches to fix the bugs. The high enemy knockback and not moving with platforms are just a couple of them. These bugs also get randomly selected for each run so you wont always have these problems. The other issues you've stated I don't really understand what you're trying to say. But thanks for the input, regardless.
I have hopped into the game to try it myself. What is going on is the following:
you have created a ladder under the bedrock. To create a ladder normally, you need to press B on an empty ground layer. this will take you to the underground section. You can get back up to the surface by pressing B on the ladder. Since there is no ground underneath the bedrock and it doesn't perform any checks for whether or not there is a block in the way, it sends you down there regardless. Going back up destroys the bedrock as it forces the block above the ladder to be air.
destroying the bedrock and allowing you to get out of bounds is a glitch. But the section you have been sent to is intentional and required to progress.
This will, however, not be fixed. The code is a complete mess and would require fully rewriting everything. I do have plans to do that anyway so that will be a good opportunity to fix it.
This was made during a game jam and I want to leave it how it is for preservation purposes. I also don't want to deal with the rushed spaghetti code and all the bugs. Even if i was willing to go through the mess of code, there isn't enough buttons on an NES controller.
I do have plans to completely rebuild this project from the ground-up. But I currently got some other stuff to make so it may take a bit of time until then.
Thanks for trying out my game. You're also not the only one who played this game in a Minecraft clones video.
You're right about this being like Minincraft, as that was the basis for the game design. I do admit I didn't do a good job with executing it well. There are many bugs like:
- Enemies noclipping in the first release version
- Wheat was also unobtainable in the first version
- Dropped items would occasionally follow you
- Dropped items would also occasionally delete themselves
- Placing thousands of chests will start to hog memory (destroying them won't clear it)
I don't have any intent in fixing these issues as this was meant for a game jam and the code is too messy. I am, however, working to completely rebuild it into an original game. The design will still be similar to Minicraft.
I have not yet posted a devlog about this, but I hope to post one some time soon.
Although the gameplay is mostly the same as the other games in the game jam, You still managed to make it more interesting. the unique kinds of joints give the game some more variety. I also noticed there was a slight speed difference between the two characters.
By the way, I accidentally found a glitch where I became invincible and the joint visually disappeared (I think I killed one of them and then the other in the next frame).