this post was submitted on 30 Dec 2023
159 points (99.4% liked)
games
20521 readers
25 users here now
Tabletop, DnD, board games, and minecraft. Also Animal Crossing.
-
3rd International Volunteer Brigade (Hexbear gaming discord)
Rules
- No racism, sexism, ableism, homophobia, or transphobia. Don't care if it's ironic don't post comments or content like that here.
- Mark spoilers
- No bad mouthing sonic games here :no-copyright:
- No gamers allowed :soviet-huff:
- No squabbling or petty arguments here. Remember to disengage and respect others choice to do so when an argument gets too much
founded 4 years ago
MODERATORS
you are viewing a single comment's thread
view the rest of the comments
view the rest of the comments
Thanks for playing and taking the time to give such extensive feedback.
By this point I've finished all 4 of the main dungeons and balanced them around the bad enemy navigation, so I don't think that's going to be viable unless I'm willing to add a lot of dev time. Not sure if that's something I'm prepared to do, since this is already a very ambitious project for my means and skills, though it's something I'll definitely look into going forward.
I agree this would be a nice quality of life feature. Definitely something to look into for the final polishing phase.
A lot of people complained about the jumping/platforming in the early builds, haha. It turns out that there was a problem with the collision detection for pits/floor hazards that I didn't discover until fairly recently. I'm hoping this makes those sections forgiving enough that retooling a lot of the puzzle elements won't be necessary, but I guess future playtesting will determine whether that is the case.
You're not the only tester to have this problem, so that's definitely a valid concern. That's another thing to iron out when it comes time to polish. Not sure exactly how I'll handle it yet.