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speedcat's Issues

turn off coyote time

somehow (VERY lenient) coyote timing is a thing in speedcat. research and disable (gif in the Discord, #general)

Found by: alpha-tester (codename H)

Moving Platforms

I took a stab at this for a while. It's quite tricky. The moving platform bit is easy; handling collisions is a different story altogether.

Postponing and creating an issue to re-visit later.

Add Winning / End Screen

When a user collects the 32nd coin, the game should immediately stop; stopping the timer and displaying it in the center of the screen, as well as some celebratory text to award the user on their accomplishment

Controller Support

PICO-8 has baked-in controller support, but it'd be nice if we can re-bind the controller for a more natural feel.

(Xbox, PSX, Switch)
A / X / A = jump & confirm menus
left stick horizontal = movement

suggested by: alpha-tester (codename C)

Room 17 Needs Fixing

"If you jump down on room 17 without dropping the crab, you respawn on the right side, which causes you to get stuck there, since room 18 is also still blocked."

image
image

Found by alpha tester (codename B)

Reduce the height on spikes

Currently spikes are coded at h=8 (full tile). Consider dropping this down to 7 to avoid collision detection. May need to re-write the spike collision logic entirely to rotate the height value based on block rotation (i.e. if h=7, all spikes will have the top row of pixels as "safe", even if they are sideways or upside-down).

Found by: alpha-tester (codename H)

Enhance README.md

Make the repo's readme useful and helpful for lone wanderers that may stumble across this repository

Origin of coins can change

Issue: Translated coin can end up in unreachable location.

How to recreate:
A coin's bobbing period is ~500ms and directly dependent on the ingame timer.
To make it raise/lower, reenter the room offset by half a period (for example, 250-500ms or 750-1000ms after leaving). Depending on whether it was raised/lowered when leaving, it will be raised/lowered more than before.

Example:
A coin being halfways in the ground because of the mentioned bug

Refactor 32 Room Layout to 20 Room Layout

4 rows, 5 columns. Reducing the scope of this project will help me complete this game sooner, while (hopefully) not sacrificing "fun" due to a shorter length of game.

0.3 Bug Fix Mega Thread

Bug fixes:

  • Handle crate-on-crate collision
  • Either revisit collision or adjust room 26 so springs don't launch cat into blocks just above their head

Tile fixes:

  • Upper wall between room 1 & 2
  • Reduce jump width from switch block to coin platform (room 10)
  • Door walls in room 13
  • Make half-blocks flush in room 19
  • Room 10 has a rounded block below the key cage, but square above. Make consistent.

Balance fixes:

  • Change switch blocks in room 2 to regular walls
  • Adjust difficulty down in room 26
  • Ensure room 19's puzzle needs the crate to reach each door

Refactor Room 3

The coin is currently unattainable if the player hops off the ledge before grabbing it. This makes it impossible to win. The coin should be able to be snagged at any given state of the game.

Found by: alpha-tester (codename H)

Re-visit Room 26 Difficulty

After some feedback on the Discord server, may be appropriate to adjust the opportunity cost for missing the coin in room 25. This makes the player re-attempt the 17 > 25 > 26 > 18 loop again. Since 26 is a non-trivial level, it can be quite frustrating to have to do it twice (or more). Consider saving 26's difficulty for a dead-end room, and instead, make 26 significantly easier to reduce the cost of making a mistake.

ADDED: Room 26's current layout would work well for Room 27; mirrored.

Originally posted by @david-fletcher in #18 (comment)

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