I got random mysterious slowdown several times, but I'm willing to blame my computer, it's usually the one at fault. That flying cross thing is hard to master
other than that, nice work! It's got a good look to it
My only problem is the slight nagging feeling that I always notice when a 'pixeled'-looking sprite is zoomed in/out slightly on the screen. For example, on the level select screen, look at the static on the levels which are still locked. The "pixels" aren't all the same size. that sort of thing gets to me :D but it's hardly an issue, really.
The mysterious slowdown could very well be my fault, as this is my first time writing synchronization code and I had very little idea what I was doing. It doesn't happen to me, though, so I can't debug it. If you have any more info, I could try to find the root of the problem.
The flying cross (or simply 'X') is supposed to be difficult to use, my original plan was to have it be a common enemy that always dive-bombs you and frusterates you. It was supposed to be a big suprise later on when it turned out to be playable.
This is one example of my original level designs being replaced with quick and dirty proxies later on, as I didn't make a clear outline to work from and many of my ideas were cut so I could keep going. The game is now just a collection of random levels. This bothers me to the point that I consider giving up on this from time to time.
The pixel problem isn't going away anytime soon. The world is partially 3D, the game window is resizeable, and the style is nicely consistant. There would be no good way to stop the artifacting at this point without making several major changes to the entire game. I have a problem with it too, honestly.
I have to say I absolutely love this. It reminds me of Cactus' Psychosomnium (if that's the right name) but with better puzzles, and less story. I'll be dipping into this again for sure! Would be nice if the first time you hover over the white bat the game tells you to press the shift key, as I had to quit and read the readme, haha.
All in all, great work man and I love your 3D tiles.
I didn't really have Psychosomnium in mind when I made this game, and originally, sprites were selected at the start of each level. Preventing which ones could enter and which ones couldn't would have been a pain, though, and ultimately I liked the idea of puzzles like in the X Factory where you quickly swap between sprites.
The readme is rather necessary, as some of the parts of the game just don't make sense without it. You have to know when not to jump on the Bomberchute, when the game saves, one important fact about the X, et cetera. Being a fully windowed game, I can't see why you had to quit, either.
I made the game engine rather strangely and it would actually be a lot of work to put text in there at this point. I could just draw a shift sprite and throw it in there, but that would just delay the inevitable readme reading due to some of the game's eccentricities anyway.
I seem to be getting a lot of comments about the 3D tiles. Honestly, I didn't expect people to take so well to the giant, blocky look. It certainly didn't take a lot of work to draw tops and bottoms on things.
The different sprites thing is really cool.
There's no chance this procedurally generated game was made this month, is there? Cos if so...
I'm not sure when exactly I started this game, but I have backups dating back to December.
I'd like to make a final note: anyone who wants a look behind the scenes of this game can copy the "levels" directory somewhere and check out the "edit" directory. I made my own level editor for this game. In the "data" directory there are a bunch of easily readable .txt files that are loaded into the game every time it starts. The vast majority of game information is stored in these places, and the game can be changed quite a lot without editing the source by anyone who cares to try.