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Pikefin

2
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A member registered 8 days ago

Recent community posts

In the game's current state, these are the bugs I ran into during my playthrough.

You can get pushed into walls by the bats, it's easy to do in the tutorial with the one in the pit.

I sometimes experience a grab on the red platform below the portal, though I can't replicate it on purpose.

I find sometimes at the last stage of mobility, I can shoot slightly higher. It feels a bit random as to when it happens, but you can notice it in Unheimlich where you can barely shoot the green blob above you from the right entrance. 

Locked Puzzle Room... The whole thing feels unintended. I could never squeeze in the door in time, so I had to get clipped in.

If you stack two flying ticks on top of each other, the top one will bounce on the bottom one, but won't actually bounce like the blue bugs do, instead, moving no where and bouncing in place and making a terrible sound.

Making a new game isn't possible without closing the game first if you exited to the menu to do it. Doing this will result in a messed up tutorial sequence, eventually leading to a null room.

Bats fall through the blue bugs. It's easy to recreate in Load-Bearing Frame. I guess this could be intentional, but I think it would be neater if it was bats bounce on the blue bugs!

Blue bugs have a hit box that extends past where they will walk. It's easier to see in Kettle & Belle, where jumping straight up while the beetle comes by results in being hurt. Wait... Is the player the one who's closer? Now that I'm looking at it, I think the player clips into the wall by a pixel.

The room Hidden Balls has some weird climbing collision, sometimes you're upwarped by the black lumps, and grabbing the pipe at the top is buggy at higher weights.

The flies absorb my charge shots (flies are bugs, ha. Sorry, I forgot to include this in my suggestions. Please let the charge shot pierce through flies.)

Bats fall through supports when they've already dropped from the ceiling. It's easy to recreate in Load-Bearing frame if you shoot the bat three times rapidly. 

Sometimes bats can drop when I'm above them. This happened to me in Pointless Connection. They can also appear to stay on the ground? Not as sure about that one, I never concluded if they were always there or dropped before I had even walked under them.

The options text can't be removed after it appears. Funny feature though.

If you're fast, you can be pushed into the ground by a bat that has already dropped from the ceiling and then pushed over a ledge. You can also grab onto bats while they are falling like this. Though, if a glitch is discovered that allows you to bypass the red door with the burgers, that would be really neat! Maybe do consider keeping it in...

You can charge a charge shot while recovering your ammo, though it won't fire. 

You can fire shots while charging a charge shot by holding one of the shoot buttons down, and then firing shots with the other three shoot keys. Once any fire key is released, the charge shot will fire.

There is no cooldown on time between shots, allowing you to perform a triple shot by pressing three of the fire keys at once. I only mention this because it makes the charge shot a bit worse to use in some ways.

The portal claims to save your game when you enter it, but the alter also claims to save your game. Do both of these work?

Entering the portal twice in quick succession will not allow the saving text to appear. Perhaps make a cooldown? It seemed like that's the plan, since the arrow doesn't appear until the save is complete, but you can still input the portal despite that.

The dragon's jaw can become slightly offset if the player finishes the fight to the side of the arena.

Charge shots don't deal damage to the dragon if their head if it comes in contact to the side of it's head while it's head is moving in the same direction as it.

Tapping the movement keys quickly enough will result in the player doing a walking animation without actually moving.

If the player runs in a direction and stops, there's a brief period that causes the player to jump with a slightly higher speed than when they were last grounded.

The pause menu can be opened in the process of screen transitions.

I can't move after eating a fifth burger, how am I supposed to eat other burgers like this! (Heehee just kidding of course, but it would be fun to have more weight stages... it must be a lot of work already though, I get it)

I found after Calypso saved me during the tutorial, I was able to move during the cutscene.

And that's all I've found! I love your game so much, and I hope it can be the best it can be! Toodles!

Before I even begin, I have to say, your game is absolutely amazing! Even though I had lots of frustrations with some mechanics, I still really admire every idea here, and I think most of them are executed really well. And the art, gosh, I love every litter critter in this game so much!

All the burgers are placed in very thoughtful locations! Upon reaching Secretopia and resetting the burgers, I decided now that I had a more intimate knowledge of the map, I would begin with the bottom of the map, because it gave me the most trouble. I collected the four burgers there, and was pleasantly surprised to see a route forming with the burgers to the south, west, east,  and the beginning area. However, despite how well the burgers are placed, I do have to say I got into the same habit of delivering them back. Because two of these routes I made are on the right side of the map, I haven't been able to make my way back to the surface without passing through Unheimlich, which is a fairly hard sequence when your jumps are pathetic. Not only that, but over half of the burgers are located to the right, or at least remove that one spike in Heimlich that is so demoralizing... I've lost two max hauls to it. It would be very nice to have an alternate route, though you could keep it locked to a red door. 

Also... There are a few very tough burgers, but they are fair in a sense, since technically the floating bugs and flying ticks are simply game mechanics, and I did grow more used to them as time went on. However... Locked Room Mystery is poorly designed. I'm not sure if this room underwent any changes during development, but it is extremely challenging to complete. Now, if that was all, I wouldn't mention it here, but the real issue is that I can never slip through the third red door in time, no matter what I do. Instead, I have to hope it gets stuck and eventually pushed through to the other side, which doesn't feel like the intentional solution. Unless I'm supposed to be a smaller size, I can't imagine any way to be faster, unless I am just holding jump for too long, but that's not the point. If I completed this burger in this way, I'm sure many others did too. Please change this room when you get a chance. Or...

I understand you probably have some ideas in mind for the next item, but I would love to propose some sort of item that allows you to move faster, though I personally only desire this to be at higher weights. I think making all speeds faster is a bad idea, but it would be very nice for avoiding the green blob's bullets and for just getting around in general! It could even be the solution to Locked Room Mystery, requiring this speed boost for the burger. If I was choosing, I would make the item move the speed penalties back one weight stage, so stage two is the normal running speed, and stage three is stage two's speed and so on. 

I understand that in some cases, not including a map can encourage exploration and improve the experience, but I'm not sure it improved the experience for many. It is pretty easy to get lost at first, or have no clue where the next burgers are. I've heard you aren't thinking of including a map, but any sort of way to at least find burgers would be great! These burgers are artifacts, perhaps they could be tracked? At the very least, a map somewhere in the hub would be very appreciated. That way, the player can plan out their route to an extent, but only really succeed when they commit to it.

This is a silly one, but I would love to be able to collect the burgers in the tutorial section before my purple friend eats them all (or at the very least I want to feed him more, heehee). When you first grab the red key, perhaps you could return to the first five burgers to find- fuck um, I grabbed the red key while writing this to make sure it wasn't red keycard, and now my purple friend won't tell me their name :( ...um sorry, Perhaps you can return there to find them monching on one of the burgers, with the other four still laying about. That way it can still be four burgers for a maximum haul. (also I love this character, you cooked)

There is a sign pointing out that there are these caution signs in the background, but I can only recall seeing two of these; one in the same room of course, and the other in the tutorial section. I understand it's more a thing to help those observant, so I'd just propose adding some more around the place instead so that I'd actually be looking about more. For example, a nice place for one would be in Kettle & Belle at the enterence to Looked Mystery Puzzle, because I forget about the spikes and the floor that breaks under you. You could either add them below the bridge between the spikes and the ground, or probably place it below the one little support where the door is when closed.

I would really recommend expanding out the west a bit more. Having four more burgers over there would make that side much more lively, though I have to say that I really like the burger in the silent room, that one is so clever! You could put one at the bottom of Feed Silo, since I always am avoiding the bottom path. Now people will have to explore down there!

I find the echos of an ancient life you find in Feed Silo so cute, I really hope you add more of these! I suppose part of the appeal already is there's nothing else like it, but really this is just an excuse to hear Calypso's comments when you return through the portal during a max haul. (Also can you please just list the character names somewhere when talking to them? I just had to restart my game again because I'm terrible at remembering names.)

I would kill to see the CONEDRAKE's crashsite, and it would be so peak if they weren't even damaged at all, just so hopelessly fat they'll never take off again. *I love that thing too much, I mean, it has like three instances where it's seen, and then never again, that's so me. also great art in that opening scene!!*

I know you'd have to be stupid to get stuck in the tutorial, it's well made, but there is the possibility of the player grabbing four burgers and making their way to the right, which is possible, I made that, and jumping in the hole. There is no way to die, and so you have to quit to the menu to resume the game.

Lastly, Calypso is not very helpful in the scheme of things... They inform you to collect the artifacts, but that's not easy when you can't find them. Additionally, you might not be able to reach those burgers without items. It would be useful if Calypso could hint at items you need to find, and sprinkle some obscure advice at you, perhaps including the word "bounce" in said advice for the red key. This one is admittedly not too important, to the point where I think it could even worsen the exploration, though to be fair the exploration part of the game *is* a bit weak on the right side. I just took way to long to find the key lol.

Thank you for listening! I hope my feedback was helpful, and I hope you consider the more serious stuff for a bit! Have an amazing day!