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>Do you want to learn about X?
>NO
>*still displays 20 dialogue boxes*
You really need to reduce the amount of dialogue in this game, otherwise it's really good.
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it'd be really nice if the default zoom level was being able to see the entire stage. there are times where theres offscreen stuff that i just don't register until it bites me an i have to start over and then scroll around, despite being on the furthest zoom out
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The trick to X's unstable zone last level is to turn a spark into a blue block and almost imediately change it to something else.
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X's backstory is lovely, and as somebody that's going the other way it was rather clear from the start what was going on ;)
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There's a bug, I believe. Hover blueprints can be discarded next to walls/leaving platforms, and I don't think they should. It made the last aquatic level straightforward, doable with just three sparks.
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Nice game. However, some levels are rather finicky (especially using the last blueprint), and require liberal use of space+shift. Perhaps shift should advance in say, half-moves? I don't really see the reason for such a small increment with shift, seeing as all the robots are in sync (I think). I like the story/text as well.
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I know which bricks to destroy; the problem is that, regardless of the order I destroy them, the elevator hits the last block, if not next to last block, before the explosion destroys it.
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Okay, how do I beat the "shooting range"? No matter how fast I am, the robot hits the block before the explosion does, so it falls off the elevator every time.
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Q's last test can be easily beaten with only 4 blueprints thanks to an exploit (hover blueprints can sometimes be discarded while ascending, so one can easily extend the exit platform to the left wall)
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It was a good game. I felt the training portion was a little long and could have used slightly shorter explanations. Maybe it's just me. Great game though!
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Crap, I accidentally refreshed during some of the dialogue during the secret text with Q & X. Is there a way to see it again?
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@gzx12: Magnet immediate block, Hover, Hover with block in fall, Hover, Swimming and block in corner, Magnet, Sprinter.
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Hint for Spark test Aquatic hard 2 may be wrong. It says the central exit should be fallen into from above. But I didn't find it possible. Instead, I reach the exit by blocking the tunnel below then climbing up the bricks.
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I don't know if memory leak is the right terminology, but after playing the game for several hours (Firefox66) the framerate drops to unplayable lows.
At such a low frame I noticed a couple weird issues:
1. First encountered on the level where X speeds up the spark output rate, if you fast forward at the beginning, one spark would emerge and the second would get stuck partially down the pipe, this occurs on a number of X's levels with a greater than usual number of sparks. Similarly, fast-forwarding at the start would often dispense several sparks too close together.
2. Advancing "1 frame" at a time while paused will highlight the next square a bot will be, but changing the blueprint will move the highlight to the square it's still in, and activate it there immediately, sending turbos sideways despite indicating falling, and bombs to detonate before the square they're intended to.
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Excellent prequel. For those having trouble with hard 3 of the Unstable path, remember that the blue upgrade can be changed right before it turns into a block.
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Good game overall, but one thing I would suggest adding is a hotkey to discard blueprints in spark tests. I always find myself instinctively pressing the spacebar or some other key whenever I want to discard one, so having something to press that actually worked would be helpful.
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Can't get past X's unstable zone last level. If I just had one more runner blueprint or one more spark it would be so easy D:
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I like the design of this game, but personally, I think the difficulty curve is way too easy for me. Still, there were some cool moments in there. Probably will have to play more of this later.
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I wanted to finish the game to give my opinion with the best accuracy, but I'm unable to get to the end, so I'll do it now.
First: It's awesome to see you expanding this universe, the first game was great, and the puzzles didn't seem to change that much in difficulty IRC.
Second: An arrow on the rollin platforms, showing us the direction in which it goes, would be perfect for when you want to think in the level while paused
Third: Blueprint tests, Unstable Zone Medium 3 seems to be shooting out the second spark a tad too fast. Tried the level a lot doing THML but the fastest I did only got my half a second late. I wasn't able to get any better time with other combination
Fourth: It would be nice if you gave us a walkthrough, even if written, since the game just came out and you're pretty good at making hard as heck puzzles :p
Thanks for the comments! To your 2nd point: On the conveyor belt wheels there are three yellow arrows showing the direction of rotation - try zooming in if you can't see them. 3rd point: Speeds can be slightly 'unstable' when speeding up - don't hold shift for that test and you might have better luck. 4th point: http://wigdev.com/2019/05/19/thoughts-about-walkthroughs/
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Unstable was an incredible game, a lot of depth for something seemingly so simple. This is looking interesting so for, but just like the first, will take some time to get thru it. Looking forward to it.
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Plays nice. I just hope that talking to them after trust goes up without talking before will still give me the same trust-boost.