I'm glad the puzzles were fun. I tried to give puzzles a big focus in my game, and I worried about them being too hard but I've had a bunch of people get through the entire game perfectly fine, so I guess maybe they aren't. I'm still working on some of the wonkiness and other stuff, and I rewrote the wall ejection to actually search for an empty spot to push you. I'll post a new build here later today most likely. I guess. (Edit: posted)Denine wrote:Excellent. I have been watching this topic for long time, good to see its finished
I've played First and Second world I noted some good level design and overall relaxing vibe of the game.
I really enjoyed puzzles in Second world, they scale very nicely in difficulty.
I do have very minor complaints like collisions are kinda wonky, some options(such as shooting while running) are OFF by deafult etc.
But these are minor nitpicks in sea of goodness.
Based on most people turning it on, I made "B always shoots" the default.
Automatic balloons prevent you from dying by falling in a pit by setting themselves off and lifting you out of them. Regular balloons are only used when you directly use them.Denine wrote:btw: how "regular" baloons are different from "automatic" ones?