Very good entry to the jam. Also one of the few downloadable games with a MacOS release. : D
Only point I would criticize is that it takes a while to get used to all the mechanics. Maybe a short optional tutorial/handbook of the dangers to your llama might be helpful here.
Unless finding these things out for yourself is intended. : )
TMT22
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Very nice puzzle game that works well with the theme. : )
Some bugs I encountered while playing:
- The game assumes an American keyboard, meaning for me z and y are switched
- Resetting with the backspace button disables moving the blue blocks
- The green block gets stuck sometimes after scaling on a blue block
Very good looking game with a unique concept. : )
However, especially once the tilt mechanic becomes necessary it becomes very tedious to get the shape just right. One idea could be to give the player different/more objects that make it easier to align the shadows and give extra points for completing it the hard way.
Another thing: the tilt seems to be defined as the rotation around the global canvas x-axis, which feels a bit weird to me since tilting typically happens around a local axis of the object. I don't know if it's actually better for your case, but you could try implementing the tilt to rotate around a local axis (depending on where the mouse drags) instead (although this is also a lot trickier to implement ; ) ).
This must be the work of an enemy stand:
All unintentional solution are intentional (and apparently the game has speedrun tech now). ; )
Yeah, I think one thing that makes it harder to predict what happens when you move the bottom is that there is a threshold for the minimum speed at which the floor must move after which upwards momentum is imparted onto the player. In hindsight it would probably be better to explicitly check for when the floor stops moving and only then launch the player.
Fun game and creative concept. : D
I don't know how exactly Godot physics are implemented and are applied here so ignore if not applicable:
It looks like the scaling is allowed to happen independently of collision checking (i.e. scaling happens first and only afterwards collides with other objects/wall). The unintentional movement of the objects seem come from collisions with the player/wall, that push the objects in a certain direction. If that is the case, I think it would be good to resolve the collisions directly while scaling and explicitly solve for the correct new position (note: this also requires recursively solving the collisions of objects moved by the scaling, such as the player). And if no non-colliding solution for this position exists, to disable the scaling.
Very cool idea for the jam. Also, somehow Pico-8 games always looks really nice. : )
Feedback from my side:
The game feels a bit slow and does not really seem to speed up by much when you square up. Background music would be nice as well (but do not know how easy that is with Pico-8 and its constraints).