Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags
(1 edit) ( 1)

Loving this so far but wow is it hard! I’m currently at part 5 (?) with the orange squares and it’s really tough to get those split-second inputs in a consistent way.

It would be cool to have an easy mode that is purely stepwise that doesn’t rely on reaction times (or even just a slow-mo version) but without that it’s time for me to keep practicing.

(2 edits) ( 1)

I recommend you try to beat the normal version first, since the timing is supposed to be part of the game, but if you absolutely can't do it, here's a 50% slowed version (updated): https://auroriax.github.io/PuzzleScript/play.html?p=498c0db3382c07ea6ec88eb265b6db82

Making a stepwise version would require a lot of reworking and also completely change the game, so I probably won't do that. But thanks for the feedback!

(1 edit) ( 1)

Thank you so much. After testing the same section in slow-mo, it turns out that this may not be an issue of reaction times.

spoilers

https://i.imgur.com/AG9sypj.png

Here’s a screenshot of the section I’m talking about - the two circled parts have <10% of triggering. In both cases I’m holding ‘up’ while passing through them. Every other square has a 100% success rate so there’s something I’m misunderstanding. I’ll keep trying and switch back to the normal speed when I figure out why.

more spoilers

Here’s the path I’m taking if you want to double-check

https://i.imgur.com/GrxvEXm.png

( 1)

I explained this more clearly in another comment, but you need to only press the up key when on top of the square. I'm sorry this wasn't communicated in the game, hopefully this makes it more doable :)

( 1)

Thanks! Tapping the input once as the player moves into the square is definitely consistent. I’m sure it would have been clear with more trial and error even without being communicated in the game.

I am back to playing on the intended difficulty.

spoilers progress

https://i.imgur.com/m0yijom.png

Oops that's cheese! You're not supposed to climb that lol, I'll change it

The mountain has been conquered - thank you for making such an enjoyable game.

I don’t think there’s anything “wrong” with the difficulty as it was a conscious choice even if it doesn’t cater to everyone, in the same way that I wouldn’t expect puzzle levels to be made easier just so everyone can solve them. (Still, thank you for the slow-mo version for noobs like me)

spoilers

I ended up starting from the beginning since it sounds like I softlocked it in that state. I’m still worried there are other ways to softlock that section but I managed to avoid it on my second go-around.

I ended up progressing through the middle of the decay block ceiling on my new attempt, though I kinda cheesed that too as I passed through one of those purple “rollers” that normally knocks me down, but that effect sometimes doesn’t register if an input is given at a certain time. (i.e. if a roller is on the edge of a block, you can sometimes pass through it and go one unit up and to the right/left to make it to safety).

(4 edits)

Thank you for playing!

And stupid me, of course that's a softlock! I tried to prevent softlocks as best as I could, but I totally missed that one.

The purple cloud thing is something I was aware of but didn't change (didn't see a quick fix), instead I designed the cloud pattern so that (hopefully) only one type of solution is possible (though abusing the buggy cloud behavior is not required). Would you mind sharing your solution, if you still remember? 

Edit: okay the purple clouds are actually more bugged than I thought (And I'm not sure it's something I can fix, considering the limitations of realtime puzzlescript), I'll have to try and redesign the pattern to only allow the intended solution

Edit 2: Okay I did (hopefully) fix it, was just missing something obvious :)