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dstears

29
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12
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A member registered Jun 09, 2020 · View creator page →

Creator of

Recent community posts

:D Congrats on reaching the end! It makes me so happy to hear people are having fun with it.

Excellent.

Thanks for playing! Do you have any specific QoL suggestions?

Thanks for the feedback. Increasing the maximum health after each boss may be a good idea. As you said, the enemy DPS goes up as the game goes on and the player will bleed health faster in later waves. 

Being able to flip tiles or move the source nodes would give the player more freedom, but we have to be careful about making the puzzle aspect too easy. There needs to be some friction between what the player wants to do and what they are able to fit in the limited space.

Thanks again for giving detailed feedback!

Thanks! Yeah, our music guy RobotGamerDev implemented some cool dynamic music switching. There is also a subtle difference between combat and non-combat modes during non-boss encounters.

Thanks for playing!

Thanks for playing! I'm glad you found a lot of replayability in the system.

Thanks for playing!

Thanks! I'm glad to hear players are finding multiple ways to win.

Thanks for playing!

Thanks for playing and thanks for the suggestions. Also thanks for the screenshot, it's cool to see how people chose to build their engine! Playing defensively is quite strong right now, perhaps more DPS-checks are needed.

Thanks for the feedback! I agree that it can be a bit difficult to parse what is happening once there are lot of tiles and enemies triggering at the same time.

Thanks for playing! Congrats on beating the Deer God.

Wow, this is fantastic! The character controls perfectly. The lantern mechanic is simple, but you've designed a lot of clever rooms around it. Well done!

Thank you, and thanks for playing! I also found myself in extended "playtest sessions" during development ;)

Very cute, great aesthetics. The gameplay is very fun and everything works quite well.

Pretty neat little game, could have potential if fleshed out a bit more. It would be good to have more incentive to build out your ship. Right now it seems like stacking all of the same cards on a single square gives too much benefit to pass up.

Quite a cool concept! And you made some tricky puzzles too. I liked the ones where you needed to use the same block multiple time but with different shadow angles.

Wow, great presentation!

What a great concept! I can see this being the premise for a full puzzle game with lots of combinations of interactions.

Very well done! The art and music are great. Hooking your staff on the hooks is a pretty unique mechanic.

Really wish it had controller support.

Thanks for playing!

Thanks for the feedback! We'll keep player communication in mind if we update this in the future, that's a good point.

Glad you liked it. Thanks for playing!

Thanks for playing! Smiley is happy to have a friend. Congrats on reaching the end!

Gotta watch out for the thorns on those hedgehogs! It's often a good idea to disconnect fast-attacking actions like the wind blades if there are still hedgehogs alive.

Thanks for playing!

The presentation of the game is very good. I like how you can see your alchemist in the background of the combat pane on the left and you can see boss behind the alchemist on the right. The menu goblin is also very cute.

For the gameplay, it would be helpful if there was a button to click to brew the potion; the functionality of the spacebar is not conveyed in game (as far as I could tell). For the most part, I couldn't try to brew any specific potion and just hit space as soon as I saw the cauldron turn green.

Thanks for checking it out!

While I was doing research for this game, I found that someone made a games with some single player puzzles: https://aenever.itch.io/pig-pig-rocket

This code is looking below the character to see if there is anything identified as "ground" close enough to the character.

The Raycast function looks like this:

RaycastHit2D Raycast(Vector2 origin, Vector2 direction, float distance, int layerMask)

The function will shoot a ray in the specified direction and return information about any objects that the ray hits.

In this case, the ray begins at transform.position + colliderOffset and is directed downward (Vector2.down). 

The ray extends a distance of groundLength (which is probably based on the size of the character). If this is too large, then onGround would return true before you land. If it is too small, then the rays may not reach the edge of the collider and won't detect the ground even if the character is standing on it.

The LayerMask groundLayer identifies which physics layers should be considered as "ground". The ray will ignore other layers.

If the ray doesn't hit anything, then Raycast will return null which is interpreted as "false" when used as a bool. If the ray hits something, it returns a valid RayCastHit2D object with additional information about the collision. But in this case we only care whether or not there was a hit, so a valid object is interpreted as "true" for the onGround bool.

There are two raycasts, one with origin transform.position - colliderOffset and one with origin transform.position + colliderOffset. I expect that this is to cast rays starting from the left edge and right edge of the object so that you detect ground even if you are partially hanging off of a ledge.