Bummer! I'll see if I can replicate and fix it post-jam!
revort
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Neat idea! I appreciated the addition of the little cheat menu to the left to allow players to explore the mechanics, and I liked the mechanic of collecting and assigning more of the classic polyhedron dice as I went to apply to the player's abilities.
I felt like the jump height threshold on the platforming was a little high for how sensitive the jump is to being held down. I also think it might help to add some inertial damping to the pips when the enemies drop them, as if you don't collect them immediately they continue to slide away from you and you'll have to drop down to pick them up if they fall off the current platforming section you're working on. Overall, nice job!
I agree on the recall, but without time to really balance the scaling I thought it would be best to give the player that flexibility for now. Generally (and the third level is no exception, as its the first one with a jump you can't make on your own), you want to land your most productive die face as close to the edge as you can and build up a platform to jump to the next island from. Thanks for playing!
Healer bots seem a bit OP, got up to 2482 with a bunch of those. Really cool how smoothly everything moves without any real collision bugs, and it's fun to play :) I think it would be cool if you could define or pick from different formations/AI strategies for your nanobots to follow. Two things I noticed:
-Got a small bug where I pressed Space while the upgrade screen was up (it came up right as I was about to join) and it seemed to hard lock the game.
-Sometimes melee bots would path after an enemy that had gone offscreen and get stuck on the edge of the screen
last-minute level design leaves a lot of room for cheese, haha, glad you liked 7 though as that was my favourite too. Thanks for playing and the feedback! good idea, any thoughts on what might be the best indicator? I was thinking a glow or wiggle of some kind. I suppose I'll have to just try a few things and see which feels the most intuitive
haha, there are certainly some exploits in this version, hopefully we can resolve those with some tightening of the mechanics and more playtesting of levels--I think 7/10 of the levels were made within the last few hours as we tried to get the game finished. I'd never heard of Crayon Physics but it looks right up my alley (if this game didn't make that obvious). Thanks for playing and for the recommendation!
Nice! Really like the art style. Found it pretty easy to shoot at a slight angle then move to the necessary angle, kiting around the enemy projectiles. The mechanic works really well though, and could be cool with some symmetrical obstacle levels, and changing the enemy shot pattern to be more difficult to dodge (i.e., instead of shooting one bit at you, it sprays three in a cone or something to that effect)
Thanks for the feedback! Definitely hear you on the pins starting in the level, we initially wanted to have both pins and platforms available in a little "toolbox zone" or something that you initially drag from, but unfortunately didn't get to that and many other things, amongst which, as you note, was a cohesive character design. I think he's like a purple lumberjack styled after kingpin from spiderman, but beyond that I can't say. Maybe those things will come in a more developed version later :)
SPOILER: For level 4, place the small bit on the ledge to the right of the player, and the larger platform slightly off to the left of the target platform so it tilts over to the left. By the time the player knocks over the first platform, turns around, and comes back, you should be able to place a pin such that the larger platform rests flat and gives a path to the finish.