Yeah, it probably shouldn't display the "!" during the transition. Good call!
If possible, I think it would be a good idea increase the distance things can be from you to be allowed to move. Currently only things very close to you actually move. This is a great way to save processing power, but it has some obvious side-effects. For example: if something falls out of sight and has a trail, you can spot the trail when going down after that item - even if it fell a minute ago. Increasing the distance by just a few tiles would make the illusion much more believable.
As it is now, the enemies freezing is a tangible part of the game. If mummies are just out of sight they stay in place until you want them to move, allowing you to time bomb attacks easier.
Yeah, I may tweak that. It's challenging to test for all the cases that a change like that would affect, however. For v1.0 I'll probably concentrate on ironing out what I've got rather than making significant changes to how the game works.
Any idea what you did that caused the crash? Where were you?
I thought I'd posted a comment today. It was about the parachute not deploying when needed, which I wasn't sure was a new bug because there weren't as many situations in which drop-hanging was necessary in the last build.
I'm not sure about the new item prices and crate value. The great thing about power-up items in 8-bit games was that they completely changed your play style. It was like transforming into a totally different character, Mega Man being the best example, fire flower and tanuki suit Mario being probably the most popular examples. I'd just started using the web gun before this new build, and it got me thinking about how items could be better--and, since items were rare and can only be held one-at-a-time, they could change play style like the great retro games. Now it seems like an item bonanza, like you should always have items. The game used to be focused towards winning without any items. (This isn't coherent, but it's my impression.)
My feeling towards the altars changed after several hundred plays. I had viewed them as a radical shift in tone (and they were), based on the difference between my initial feeling and my feeling after they were introduced. Maybe easy item access will go the same way.
I feel like difficulty has been lost. Like there should be new enemies to go with the new abundance of items. I've lost the sense of a beginner player, but I feel like I've used cheat codes in this new build. There are so many more bombs available (which were previously only available through killing shopkeepers or using the altars). I feel like there should be some viable threat to justify those bombs, like enemies that throw things at you and you can intercept their projectiles with your own. (This is off the top of my head, but it's true insofar as it's what I've thought while playing. I don't know if it's a great idea to implement.)
I still haven't explored all of the new changes, so don't take this as my final word. I'm just offering feedback as it comes to me.
I agree the game is getting easier with each update, although I'm not consciously trying to make it easier - I'm just trying to improve how it plays. And if it gets a little easier because of that, I'm cool with it. The reason why I was and am so stubborn about adding difficulty levels is because imo it's just a cheap way of appeasing more players.
Not saying the game isn't TOO easy now, only that I think the improvements are going in the right direction, and a lot of the drop in difficulty is due to the game being more natural to play. And the items ARE meant to be gotten fairly frequently... I want them to be special but I want people to feel like they're free to experiment with them, too. Ideally, though, there may be some kind of special achievement for beating the game without using any of them. And maybe an even more special achievement if you don't use bombs or rope (assuming I finally make that possible each run)!
Also, it sounds like you're at a very high level of play... I'm curious how a newer player finds it!
Getting hurt by spider has 1/64 chance of you becoming Spider-Man or his Spelunkey equivalent.
You can already become Spider-Man: just get the gloves and the web gun.
Wow, holy shit, dayumn,