Oh, and I found a really nasty glitch -- if you die VERY quickly after a restart, the game can softlock and never trigger the restart at all. Reproduced on level 12.
You fixed the star and switch collisions, but "get ready" still covers obstacles on some stages (I think it was stage 5 where it still covers a bat). The shrinking iris on restart is atrociously slow -- as a general rule, it should not take longer to restart than you can potentially die after restarting. Gray popup spikes disappear when you die, which makes it very difficult to tell why you suddenly died in a clear room. And the zombie drop in level 9 is essentially random because even if they weren't cramped too close together to be able to time how they fall down, it's too high to see anyway.
Everything about this game is awkward as hell. The stars pause your momentum and throw off your rhythm. Switches sometimes stop you as if they were solid and sometimes don't. You bounce when you hit the floor, which screws with quickly hopping across things. Midair momentum is slippery as hell. "Get Ready" hides obstacles. Hit detection on spikes and zombies is...generous, to put it mildly. It's like a bingo card of annoying things about amateur flash platformers.
Need a confirmation on the hint button, or at least position it further toward a remote corner. A couple of the puzzles had vertices right next to it, and it was easy to click by accident and permanently lose score.
The green lines "puzzle" literally could not be solved without looking at the solution, as it required a completely arbitrary picture that was never even hinted at in any other context. The addition circles had a second solution (start with 3 in the top left) that was not accepted.
Hello Pykrete, thank you for your feedback. We just upload a new version with an earlier unlook of the "next level button" on the lower right corner. The other menu buttons are available during score count up, too.
This game deserves a lot more visibility than it's been getting. I think the simplistic visuals have been turning people off, but the puzzle design is brilliant.
There's something here, but until you get the phase gun it's buried under a LOT of tedium. 1) Cleared rooms should stay clear. 2) First water cannon should be able to pierce ground fires -- as long as moving ones and other obstacles still stop/obstruct it, you still have the exploration and challenge, but remove the tedium.
1) Clicking on a tile that doesn't already match the peg below it masks the peg's color, so from that point you don't know it's a mismatch until you drag it all the way off. 2) Need to be able to swap tiles by dropping one on top of the other -- having to drag each one all the way off the board is excessive.
I was too lazy to do the switching part ^^
But I will do it as I need to swap "Easy" and "Hard".
As for the peg, I think I will have to make the special tiles hollow in the center with the border of the hole matching the peg. I could even add cross shaped peg then !
Thanks for feedback.
And actually, there is one case where it looks like stars are symmetric but are off by a few pixels. Level 24, the three red stars on the right appear to form an equilateral triangle but the optimal traversal through them is 8 pixels shorter.
Please turn off the glow when you take a while to make moves. We can very clearly see unused stars without it, but when you highlight them that brightly we can't see their color behind it.
Your final puzzle uses straight and 4-way pieces with multiple orientations that complete the circuit, but the puzzle only solves if they're all set to a very specific one. Extremely sloppy.
Most of the game is fun, but the levels with triangles have VERY high potential to turn into horsecrap. Their beams just linger so long next to them and never really go away, so it's often pure luck if it's possible to go in for the kill at all.
Oh come on. You wrote an unsolvable 8-puzzle. Verifying those is a freshman year programming exercise, and even if you never took that yourself, it took me all of ten seconds to Google an online solvers that could've done it for you.
Fixed: gray spikes now don't dissapear.