At the beginning the floor was weirdly bright. After restarting the level, it was gone.
Doors can eat placeable nodes.
If you reset the last level (i.e. because you can't get arrows), you get back to the last level. And then if you activate the finish there, the ending sequence is played. Edit: Fixed.
In the level that you have to do multiple times, I hit the first two finish nodes at once. (Shot arrow at one and right-clicked the other.) It sounded like the level was meant to be played more than once. I consider this a nice feature, but the voice needs to react on it. ;)
It's kinda weird that one can run, but all jumps are possible without run. But then near the end there comes a jump that needs running. Would be nice if the voice explained that one can run. Edit: Fixed.
The semi-transparent nodes are barely visible.
Would be nice if the arrow node always gives you at least 5 arrows, not only if you have 0. (This made me not understand that you can get arrows if you have one left and shoot at the arrow node. Therefore I thought one of the levels was broken.)
(/choose_level 21 crashes. And arrow count only gets updated after you span the bow. But I'm sure you already know that.) Edit: Fixed.
I would've put the spoiler containing part of review in a `details` block, but...
but it's white on white (Edit: in preview)!
</details>
I've tagged a 0.3 release that fixes most of those issues.
At the beginning the floor was weirdly bright.
I tried having the game reset lighting when loading the game, and it worked fine on my end, so this could just be a hardware issue, but I'm not sure. I'll try investigating this more.
Doors can eat placeable nodes.
Someone else mentioned this. I'll work on it, although it seems a bit challenging.
In the level that you have to do multiple times, I hit the first two finish nodes at once. (Shot arrow at one and right-clicked the other.) It sounded like the level was meant to be played more than once. I consider this a nice feature, but the voice needs to react on it. ;)
I also knew about this before publishing, and was going to patch it, but ran out of time (it was originally even worse; mid-section targets didn't get removed, so you could do something similar on other levels as well). I didn't think about making it a "feature" though; I'll work on that.
The semi-transparent nodes are barely visible.
The transparency is fine for me, but I can understand how other people would struggle with that. I'll experiment with it a bit more (maybe a sort of "frosted glass"?).
Would be nice if the arrow node always gives you at least 5 arrows, not only if you have 0.
Yes, that is currently the case. I'm thinking about adding difficulties (the current state would be "hard"), and this tweak could be in an "easy" difficulty. The problem is this could be used to get an arbitrary number of arrows, and part of the game is conserving arrows. I'll think about it.
(This made me not understand that you can get arrows if you have one left and shoot at the arrow node. Therefore I thought one of the levels was broken.)
I'll probably add an achievement for this specific case. But yes, this is intentional.
I tried having the game reset lighting when loading the game, and it worked fine on my end, so this could just be a hardware issue, but I'm not sure. I'll try investigating this more.
It happened the first time I created a world. I tried it again today, and it happened again (2nd world). Then I tried to reproduce with fewer settings, and it didn't happen anymore. But it looks like I just had luck the first two times, I can't reproduce it reliably.
Let's move this to an issue: https://codeberg.org/Pixelo789/ThinkingWithArrows/issues/14
Would be nice if the arrow node always gives you at least 5 arrows, not only if you have 0.
[...] The problem is this could be used to get an arbitrary number of arrows, and part of the game is conserving arrows.
What I meant was a player_arrows = math.max(5, player_arrows).
Neat little plattformer puzzle game.
Difficultness was hard for me, therefore good.
The story telling was also nice.
Spoilers begin here.
Some issues I've found:
If you reset the last level (i.e. because you can't get arrows), you get back to the last level. And then if you activate the finish there, the ending sequence is played.Edit: Fixed.It's kinda weird that one can run, but all jumps are possible without run. But then near the end there comes a jump that needs running. Would be nice if the voice explained that one can run.Edit: Fixed.(Edit: Fixed./choose_level 21crashes. And arrow count only gets updated after you span the bow. But I'm sure you already know that.)I would've put the spoiler containing part of review in a `details` block, but...
And closing doesn't seem to work.
I've tagged a 0.3 release that fixes most of those issues.
I tried having the game reset lighting when loading the game, and it worked fine on my end, so this could just be a hardware issue, but I'm not sure. I'll try investigating this more.
Someone else mentioned this. I'll work on it, although it seems a bit challenging.
I also knew about this before publishing, and was going to patch it, but ran out of time (it was originally even worse; mid-section targets didn't get removed, so you could do something similar on other levels as well). I didn't think about making it a "feature" though; I'll work on that.
The transparency is fine for me, but I can understand how other people would struggle with that. I'll experiment with it a bit more (maybe a sort of "frosted glass"?).
Yes, that is currently the case. I'm thinking about adding difficulties (the current state would be "hard"), and this tweak could be in an "easy" difficulty. The problem is this could be used to get an arbitrary number of arrows, and part of the game is conserving arrows. I'll think about it.
I'll probably add an achievement for this specific case. But yes, this is intentional.
Everything else has been fixed.
Thanks!
It happened the first time I created a world. I tried it again today, and it happened again (2nd world). Then I tried to reproduce with fewer settings, and it didn't happen anymore. But it looks like I just had luck the first two times, I can't reproduce it reliably.
Let's move this to an issue: https://codeberg.org/Pixelo789/ThinkingWithArrows/issues/14
What I meant was a
player_arrows = math.max(5, player_arrows).