By Grabthar's Hammer... What a game
TheBlackKnight22422
Recent community posts
Additionally, changing genres in this unassuming spot can result in an unexpected death for different players as changing from JRPG mode to platforming mode removes the floor and resulting in the player falling into a death pit:
Perhaps a minor visual aid should be considered in JRPG mode which slightly distinguishes which sections/platforms will be removed and/or unsafe to stand on after switching game genres
Additionally, I managed to get stuck after moving from JRPG mode and getting stuck in a wall in 2D platforming mode. I could change the game genre one more time to metroidvania mode but for some reason then after this then I was not able to game the game genre back to JRPG mode. After pressing K to reset my position then for some reason then it still refused to allow me to change game genres. I have provided a screenshot of the wall that I was stuck in that has resulted in this softlock [I haven't been able to recreate the exact issue which has prevented myself from changing genres after using K in this exact spot]:
However, the issues in regards to getting stuck can be easily recreated if you change genres in this spot:
Found an occurrence where a previous pitfall is visible later on in the game above the player [I.E. after second JRPG boss]. Due to the positioning of the torch then it can be assumed by many players that this area should be accessible as it potentially looks like a power up on first glance. The problem regarding this is that since the death trigger has not been encoded to only kill the player when falling and/or during times where the player requires to take a path under previous pitfalls then such death triggers are not disabled then jumping to such areas in 2D platformer mode results in an instant death which have resulted in some unnecessary deaths. I.E.:
Quite a unique and fun twist of a typical nonogram puzzle.
However, one glaring issue that I have noticed is that a majority of the puzzles have multiple solutions when there is only a singular hardcoded solution that allows the exit to spawn.
The issue regarding this is that this results in a lot of second guessing and/or trial and error for a typical user to figure out which solution would work. This has caused a puzzle with a simple solution needing to be retried [gathering the boxes back and hoping the next solution will spawn the door] which has resulted in a singular room becoming a slog to proceed through.
Testing issue 1: Retry and back to menu buttons do not seem to be functioning
Testing issue 2: Reverse functionality not working, pressing S eats fuel but car remains stationary
Testing Issue 3.1: Delivery Time Still Reducted After Hitting Already Searched Buildings.
Testing issue 3.2: Delivery Time Reduction Rate On Already Searched Buildings Significantly Higher [reduces time by 1/4 - 1/5] per each hit and can cause an instant game over. This wouldn't be such an issue if the reverse functionality wasn't broken.
Testing issue 4: No collision for johns house :( Poor john
Testing issue 5: Sometimes when searching/hitting buildings then the car loses control and consistently moves backwards and bounces off buildings like pong
[More testing to follow]
No, that solution should have also worked. There are multiple [2] solutions to the puzzle but it would seem that the creator of the game has hardcoded the solution to only accept one of the solutions.
For a nonogram/picross esc game then it would be recommended to either design the puzzles to either have only one solution and/or more preferably encode the game to accept any acceptable solutions.