Bug in world 2 level 10. I drilled down to the lower level and tried to self destruct to restore fuel, but instead of restarting, it would fade back in with me still on the lower level and the fuel was the same. Had to go to level selection to restart.
Beat the game a few hours after my last post. Pretty good quality rom, good graphics, music. Gameplay mechanics, puzzles, and difficulty scaling are solid. Good job! Decided to do another more thorough playthrough/bug test since I ran into a few more in later levels:
-World 1-3
Ending the level your bot moves off to the left instead of up/out the exit.
-World 1-8
3 horizontal solid tiles on the surface level just above the exit arrow can be drilled down through when they shouldn't be.
-World 2-1
When refueling from the depot from below and completing the level, when you play the level again and try to refuel from above, the depot moves you down instead of pushing you back up, getting you stuck and potentially forcing a destruct/restart. This one seems to be hit/miss on replication.
-World 2-3
On the surface, along the horizontal row of solid tiles just below the fuel depot/exit, the last two tiles to the right can be drilled down through. Both get you stuck on rocks below, the right most you can drill back up, but the one to the left of it gets you stuck, forcing a destruct/restart.
-World 2-9
The 5 electro-plating tiles starting from the power shed on the surface can be drilled through getting players stuck on a rock below. The hard tile on the surface just above the two pits on the left can be drilled through getting players stuck on a rock below. The pits on the left when filled can be drilled through, getting players stuck on the floor below. The 3 hard tiles on the surface at the bottom, above the mineral deposit can be drilled through. In most instances the player can however drill back up from the below to safety, if they have the fuel.
-World 2-11
Self destructing on the surface warps you to the left side of the map.
-World 2-12
Collecting the crystal doesn't show up on the level map.
-World 3-1
Walking into the power shed the players character is the mech instead of the pilot sprite.
-World 3-3
On the lower level on the space just above the pit on the far left, you can drill up into a rock formation and get stuck until you drill down.
-World 3-12
Multiple solid tiles around the surface volcano in the upper left can be drilled up/down through, putting the player out of bounds/ getting stuck.
=>Recursive Level Select Bug<=
After entering/level selecting 8 times, when leaving a level with level select and entering another level, open the main menu, it will warp you to the level you left. If you self destruct, you'll be moved to that world/level and come out from it on the level map. If you instead go to level select directly you'll come out the recently selected map on the world/level map. This seems to remain persistent across all worlds/levels when it occurs, with the map you selected potentially having more minerals than the bugged map you get warped to, the ore requirements persist, and the player, movable blocks and obsticals are displaced or added and don't work right, so you'll have to self destruct/leave the level and restart. In instances I couldn't play world 1-12 as it would spawn in world 1-11, same with 2-4 spawning 2-3, and after re-routing the power in 2-4 and going out the building, it would warp to 2-3, breaking the game. Rebooting it fixes the issue.
-One instance in world 2-12 also had the mech suit disappear when exiting it until you self destruct. Could be related to level select bug.
P.S. Managed to get PAR on most levels, and high scores on others. Can't tell whether its always achievable, but is good fun. ;)
Thanks so much for going to all this effort and letting us know about these bugs you found. It's such a complex game to code, lots of actors talking to other actors, with all sorts of different states to track across the surface and underground scenes. I spent many many hours debugging and knew I wouldnt be able to find all the issues when I played through time and again - especially since we were on a tight schedule with the jam. Its unusual to find someone happy to playtest for bugs at all so I really appreciate you taking the time to put all this together.
The highscores for each level are the dev highscores we set (having played the levels over and over). They are pretty hard to get. Many of them, I think can only be equaled.
We will look into fixing these bugs asap. Thanks again!
Really great game! Both the graphics, mechanics and design of the levels.
If you are interested in bugs I've found:
in world 3-9, the sign showing the exit is ticked instead of displaying the amount of ore required
when you get a gem in a level, if you self destruct the gem won't appear again although you don't really have it. You need to refresh the game so that you can properly take it while finishing the level
for some reason, if you self-destruct first, then level select in a "multi-path" level you will reappear in another level than the one you were in
Regarding high-scores, I finally equated or beat them all (2-11 was really difficult to find the correct trick to equate it). Several levels can be beaten by 1 move, while 2 levels were hard to equate because I was off by 1, which led to a bug I'm not sure of: for some levels it seems that the end count can be off by 1 sometimes, and sometimes not. Doing the same circuit on level 1-10 gives 61 or 60, so I had a hard time equating the high scores. For level 2-11 I had the same issue were I did the exact same circuit twice and only equated the high score the second time. Since I beat almost half of the level by 1 move, it seems to me there is something off with the final count in some circumstances.
Anyway, that was fun and interesting to play, thanks!
I think that when choosing the level select option in the pause menu, the game is not resetting a bunch of variables and so we will need to look at fixing all of that - it is clearly bugging out lots of stored variables when returning to other levels.
The crystals currently don't reappear in a level if you get it and then leave immediately, I wanted to make it so you would need to collect the crystal AND complete the level in order for that progress to save (I even designed a few levels that incorporate additional interesting puzzles just with that in mind) but ran out of time in the jam.
I have recently recognized that the move counter can sometimes count extra moves erroneously - we will definitely be fixing this!
Congrats on getting the high scores! It makes me really proud to know that someone out there cared to challenge themselves because they enjoyed the game so much. I made this game for people like you!
Hey there! Seeing as you did such a great job playtesting the Jam version, would you be interested in helping us find bugs in the final version of the game? If so, we have a discord server going to find testers here:https://discord.gg/4Z66GCjahv
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Very unique and enjoyable concept. Wishing I had this for my Game Boy during those long drives as a child. Keep up the good work!
Thank you for the nice feedback. And so great to see a recorded playthrough!!
Amazing work! Great gameplay idea and beautiful graphics!
Thank you! Happy to hear you had a great time.
Very nice game!
Thanks, glad you like it!
Bug in world 2 level 10. I drilled down to the lower level and tried to self destruct to restore fuel, but instead of restarting, it would fade back in with me still on the lower level and the fuel was the same. Had to go to level selection to restart.
Thanks for letting us know! We will look into it and fix it up. EDIT: Bug has been fixed. Thanks again for the heads up.
Beat the game a few hours after my last post. Pretty good quality rom, good graphics, music. Gameplay mechanics, puzzles, and difficulty scaling are solid. Good job! Decided to do another more thorough playthrough/bug test since I ran into a few more in later levels:
-World 1-3
Ending the level your bot moves off to the left instead of up/out the exit.
-World 1-8
3 horizontal solid tiles on the surface level just above the exit arrow can be drilled down through when they shouldn't be.
-World 2-1
When refueling from the depot from below and completing the level, when you play the level again and try to refuel from above, the depot moves you down instead of pushing you back up, getting you stuck and potentially forcing a destruct/restart. This one seems to be hit/miss on replication.
-World 2-3
On the surface, along the horizontal row of solid tiles just below the fuel depot/exit, the last two tiles to the right can be drilled down through. Both get you stuck on rocks below, the right most you can drill back up, but the one to the left of it gets you stuck, forcing a destruct/restart.
-World 2-9
The 5 electro-plating tiles starting from the power shed on the surface can be drilled through getting players stuck on a rock below. The hard tile on the surface just above the two pits on the left can be drilled through getting players stuck on a rock below. The pits on the left when filled can be drilled through, getting players stuck on the floor below. The 3 hard tiles on the surface at the bottom, above the mineral deposit can be drilled through. In most instances the player can however drill back up from the below to safety, if they have the fuel.
-World 2-11
Self destructing on the surface warps you to the left side of the map.
-World 2-12
Collecting the crystal doesn't show up on the level map.
-World 3-1
Walking into the power shed the players character is the mech instead of the pilot sprite.
-World 3-3
On the lower level on the space just above the pit on the far left, you can drill up into a rock formation and get stuck until you drill down.
-World 3-12
Multiple solid tiles around the surface volcano in the upper left can be drilled up/down through, putting the player out of bounds/ getting stuck.
=>Recursive Level Select Bug<=
After entering/level selecting 8 times, when leaving a level with level select and entering another level, open the main menu, it will warp you to the level you left. If you self destruct, you'll be moved to that world/level and come out from it on the level map. If you instead go to level select directly you'll come out the recently selected map on the world/level map. This seems to remain persistent across all worlds/levels when it occurs, with the map you selected potentially having more minerals than the bugged map you get warped to, the ore requirements persist, and the player, movable blocks and obsticals are displaced or added and don't work right, so you'll have to self destruct/leave the level and restart. In instances I couldn't play world 1-12 as it would spawn in world 1-11, same with 2-4 spawning 2-3, and after re-routing the power in 2-4 and going out the building, it would warp to 2-3, breaking the game. Rebooting it fixes the issue.
-One instance in world 2-12 also had the mech suit disappear when exiting it until you self destruct. Could be related to level select bug.
P.S. Managed to get PAR on most levels, and high scores on others. Can't tell whether its always achievable, but is good fun. ;)
Thanks so much for going to all this effort and letting us know about these bugs you found. It's such a complex game to code, lots of actors talking to other actors, with all sorts of different states to track across the surface and underground scenes. I spent many many hours debugging and knew I wouldnt be able to find all the issues when I played through time and again - especially since we were on a tight schedule with the jam. Its unusual to find someone happy to playtest for bugs at all so I really appreciate you taking the time to put all this together.
The highscores for each level are the dev highscores we set (having played the levels over and over). They are pretty hard to get. Many of them, I think can only be equaled.
We will look into fixing these bugs asap. Thanks again!
Really great game! Both the graphics, mechanics and design of the levels.
If you are interested in bugs I've found:
Regarding high-scores, I finally equated or beat them all (2-11 was really difficult to find the correct trick to equate it). Several levels can be beaten by 1 move, while 2 levels were hard to equate because I was off by 1, which led to a bug I'm not sure of: for some levels it seems that the end count can be off by 1 sometimes, and sometimes not. Doing the same circuit on level 1-10 gives 61 or 60, so I had a hard time equating the high scores. For level 2-11 I had the same issue were I did the exact same circuit twice and only equated the high score the second time. Since I beat almost half of the level by 1 move, it seems to me there is something off with the final count in some circumstances.
Anyway, that was fun and interesting to play, thanks!
Rad, thanks so much!
I think that when choosing the level select option in the pause menu, the game is not resetting a bunch of variables and so we will need to look at fixing all of that - it is clearly bugging out lots of stored variables when returning to other levels.
The crystals currently don't reappear in a level if you get it and then leave immediately, I wanted to make it so you would need to collect the crystal AND complete the level in order for that progress to save (I even designed a few levels that incorporate additional interesting puzzles just with that in mind) but ran out of time in the jam.
I have recently recognized that the move counter can sometimes count extra moves erroneously - we will definitely be fixing this!
Congrats on getting the high scores! It makes me really proud to know that someone out there cared to challenge themselves because they enjoyed the game so much. I made this game for people like you!
Hey there! Seeing as you did such a great job playtesting the Jam version, would you be interested in helping us find bugs in the final version of the game? If so, we have a discord server going to find testers here:https://discord.gg/4Z66GCjahv