Well, it seems that way, doesn't it.
And yes, I've had one other person mention to me just today about the music problem. Please re-download it from the first page of this thread, I've fixed it by adding in the two necessary dlls included for the music to work.
-Occasionally, loot may become trapped in a corner wall. Jack can enter this miniscule space by falling forward into the wall, but not running against it.
Hm, doesnt sound like too big of a problem, what do you mean when you say a "corner wall"?
-On Easy Mode, beating certain levels will trigger the autosave for the level ahead of it, as well. Two flashing "SAVE" icons will appear, and beating the subsequent stage will not trigger another save, forcing me to replay that stage if I Game Over or reset the game. This happens during the following stages...
Ah! I keep forgetting to fix this bug. It should be a simple thing to fix, thanks for pointing that out.
-When the enclosed mushroom enemy in Lion's Den is killed, its loot explodes through the terrain. Not sure if intentional.
Whoops, that's because there's no floor in that little nook, I guess I forgot to put any solid ground in there, since Jack can never get there. Fixed now.
-The rapid jump/land glitch from last demo is back, but this time I found that you can replicate it...
Hmm, I see. I'll have to take a closer look at this stage and what causes that, in order to fix it.
-The cat enemy can become trapped in midair if blocked mid-pounce with a Shield power.
Hmm, seems like an easy fix.
-In the obelisk levels, the drill demons on isolated platforms will turn around prematurely and jiggle when they reach the left ledge, making their patrol patterns unpredictable and virtually impossible to avoid.
Ah, that's another oversight on my part. I assume it has something to do with their hitbox going where it shouldn't. another easy fix.
-Scrolling the screen up and down is a great addition, but doing so on Riverbank Stomp causes the screen to lock in place, preventing the current from pushing you past its border even if there's space beyond.
Wow, that's a problem, I can fix that one easily as well. Nice find.
-When running from one screen to another mid-level, Jack will stop moving, requiring me to release and press the arrow key again to continue forward. This is a very minor point.
Hm, yes, it is minor, but annoying nonetheless. I think I know of a way to fix that, I'll work on a
-The new mid-level Shield tutorial is very clever and charming. It'd be great to have that kind of signposting for Bullet, to teach the player about diagonal shooting. A single, otherwise-untouchable enemy would do.
Ah, do you mean a literal signpost with a painting of an up arrow on it or something? That's very do-able.
-Onward and Upward is WAY too long, considering how much of it is single-tile platforming while under fire and over bottomless abyss.
Hm, I'll see what I can do to make this stage more tolerable, in that case.
-In Room With A View, having bullet moths shooting at you the instant you spawn into the level and the instant you exit the miniboss room is pretty obnoxious.. In general, Bullet moths and appear far too often, and in excessive force...
I understand. Those were one of the first enemies I made for the game, and I had placed a lot of them everywhere because of that. I guess over time I didn't remove them or replace any of them with anything different. I'll make them less frequent (and remove the two that you mentioned in particular) and replace many of them with a new enemy that hovers but only shoots either horizontal or vertical, if that sounds good. I'm always up for excuses to put more unique enemies into this game, anyway.
-Drill demons on narrow platforms are impossible to bypass. As I noted in the Bugs section, they tend to turn around prematurely (before reaching the right edge of the platform) and get stuck jiggling around on the left side, so that there's never enough time to land on their platform, then jump over them without taking damage...
Noted, I'll fix the way they're placed so that they're not as impassable.
-I'm still not a fan of the new Bomb + Laser animation. The effect is neat, but it looks like summoning pillars of Jell-O instead of a trail of explosions. A small explosion animation beneath each pillar would go a long way.
First off, I'm glad to see that you got that combo in this demo, considering it's only available from two or specific places so far. I understand what you mean, but I don't want it to be an explosion, I really prefer it to look like pillars of energy instead.
-In Activation, it's aggravating that no matter how quickly you move forward, the Kero-robot will rubber-band forward to keep you in center screen, essentially limiting you to 25% of the entire window with which to react to the single-tile platforming. Just treat it like Let's Run!, and present the player with a constant, fair scrolling speed, letting them get up to the left side of the screen if they're good enough.
Hm, I'm not sure about this suggestion. If I did that, you wouldn't be able to get a good view of the image, or see it gaining on you. If I had it as another autoscroller, it would seem to me that it's not moving independently, like it's stuck on rails or something. I'll consider it, but I'm not sure. If anything, I can try and make the platforming itself a bit more lenient, seeing as it's got a very small margin for error. at least the stage itself is short, right?
-There is a visual miscommunication on barriers pictured below. They are impassable, but appear on the same plane as background objects. The only clue is their thickness, which is not consistent with the rest of the game.
Ah wow, another big oversight by me there. I should have realized that inconsistency, and I appreciate you pointing this out to me. Making some edits to show that those impassable pillars are on the same plane as Jack should fix that illusion.
-The solidity of the circular wooden stumps (those with the wooden whorls facing the camera) is inconsistent. In Machine Gun Foliage, Jack can jump through them from below, but not in Sharpened Sticks.
Hm, that was just me forgetting to make the rest of them pass-through-able. I'll get that fixed as well.
Once again, thank you very much for the detailed bug report and feedback. Without comments like these, this game wouldn't be where it is today, and I wouldn't have realized half of these obvious mistakes. I appreciate your playtesting through this flawed game in order to find these.
Well, today I learned that I'm not as good at platformers as I thought I would be. The controls felt great and the graphics were wonderful - a good mixture of cute and not-too-cute. Thought I'd check it out for 5 minutes and it turned into 30, so I guess that's a good sign.
Haha, thank you very much. To be honest, the same happens to me when I'm testing it myself. I'm glad!