For whatever reason I have a lot of trouble with diagonal top right aim. 99% of the time it just refuses to do anything. Diagonal LEFT works perfectly, even diagonal bottom down works for some reason, but not the one that is required in 3 rooms in a row. Playing Phasing Puller Casket v1.002
There are a couple of possibilities for why this is happening: (1) The game engine has some strange limit on how many and which keys are being held at the same time, rendering additional inputs as, well, not input. I imagine the result of this is not being able to shoot when aiming diagonally up-right. I am not well versed in why or when this happens, but it could be what's causing you problems. Alternatively, maybe it is (2) a hardware issue. If you are able to test your keyboard in another setting then maybe you'll find an answer. The newest version does not change how the diagonal shot works. Finally, I suppose there is (3) a small time window after pressing the shoot button, to aim, albeit it's very short. Optionally, you should be able to hold the direction in advance and then press shoot to shoot in said direction, although I doubt timing was the issue.
I did some quick testing, and I couldn't recreate the bug you experience, but I hope one of the points are of help.
I guess that I'm the first person who published casket version/edition playthrough. That's my second attempt on this video, because I didn't record the first one. It took 40min to complete even if the changelog says that it takes about 15-20min.
Wow, thanks for this! I got lots of insight. There's the room at 12:13, which certainly is a heart breaker. 18:22? -- I'm so sorry... I should go back and polish this jumping mechanic. Moving on: 23:12 -- MLG move right here. By the way, you got the casket near the very end in a neat way; I didn't realize you could use the secret upgrade for this! And 30:20 -- definitely an illegal chess move but I'll let it slide.
I'll go ahead update the time it takes to beat the game! Thanks again!
Oh no! That's not supposed to happen... You're supposed to use that "j" to propel yourself upwards towards the next door. If it doesn't work on the first try, you should be able to pull it back down to try another time. I'll see to fixing this ASAP.
EDIT: It should be good to go now! Hopefully you don't come across any other soft-locks...
Hi, you might remember that i was going to recreate this game in Geometry Dash. Well its been a while but i finally got back to building it and now im done :D Can be found both in Geometry dash and on youtube :)
Yes I do! And you went above and beyond!! Original levels, new decoration and- man, I love the electric wires too. Seems to me like you've straight up knocked it outta the park with this one, Zejoant!
Sorry for bothering everybody here, but does the Casket Version have a playthrough anywhere? I’ve been playing for hours but I’m still stuck. There’s a room with the Knockback theme where you’re seemingly supposed to launch yourself two times to get to the next room, but the first time would always miss by a tiny margin and send me into spikes. I thought I got the wrong order and instead tried the elevated room that also played Knockback, but once I entered another room I couldn’t make my way back nor could I progress because to get to the next room, I would have to pull myself, but that would mean blocking my way with the very block used for pulling myself. I also couldn’t solve the puzzle in the room where Angular played regardless of how diagonal I aimed or which part of the room I stuck myself to; it just looked impossible to me. I tried to replay three times already, but I couldn’t progress no matter what. Maybe I just couldn’t come up with a solution, so I would like to see how somebody managed to beat the Casket Version v0.001.
I think I know which room you're referring to, which I also got stuck on, and it's actually an exit for another section. The launching mechanism also takes some getting used to, and I initially didn't realize a couple things about it: 1. the boost lasts a for a second or two, and while it's active you can jump a second time if you're on flat ground. 2. you can let go of the direction keys while you are being pulled, which makes it easier to launch when you decide to. I had a lot more luck in this game after leaving for a while and coming back. As for me, I'm now stuck on a later section. If I figure out how to beat it, I'll upload a playthrough!
Thank you very much. I wasn’t very bright when I kept jumping immediately anytime I tried to launch myself. Thanks to you, I have finally managed to finish the game! Also, a playthrough would be apppreciated, by more than just me.A lot of obscure games have few to no playthroughs at all and they sometimes don’t come with a comment section that could help anybody like me who get stuck. Even while playing this game, I confused myself more times than necessary so any guide would be a plus in my book. Additionally, if you uploaded it on a popular platform, it could probably reach those who played the original Game Jam Version but didn’t know about the Casket Version.
what a lovely game. It ticks so many boxes right. The gameplay is interesting, I really like the constraint that you have to pull the white blocks through other walls.
this game is an absolute gem. i played it for the first time when reviewing gmtk games last year, and i came back just to play it again. seeing a finished version of the game was a welcome surprise, and i had a lot of fun with it. great work mvln!!!
Hello MVLN, I really like this game and im wondering if i could be allowed to recreate the game jam version of Phasing Puller inside of the game Geometry Dash. Credit will of course be given. If you are unfamiliar with how Geometry Dash works, its just a game about a cube jumping over spikes that has a suprisingly adequate level editor that allows for making simple games. I make no money out of it.
Absolutely! I appreciate that you're asking. I'm not entirely unfamiliar with Geometry Dash, but that it can be used as a game engine? -- How curious is that!
idk if this is a bug or just my problem but whenever I press Z and the right arrow key the character turns into a black box and moves along the bottom of the window. Also the window is tiny ;-; rly good game though!
Yes, that! I assume you played the jam-version.That bug occurs when your back is against the wall and you turn right, regardless of whether you jump or not. The hitbox is flipped along with the sprite and ends up inside the wall, teleporting you to the bottom of the room. You end up standing on some tiles I put outside the room.
This is fixed in the first post-jam game, as well as in the upcoming finalized version.
I did, yes. You seem like a great developer and I find your game to be really great, i'm happy you're working on finalizing it, I am excited to play again :)
edit: I just started playing post-jam version and it's so fun I love the characters movement :D idk why but I feel like gravity is set to 150% and i'm walking on ice? :/ I like it though I can see the potential
Woww, I am grateful! Well, it's here now, so blast away!
The first post-jam version is definitely much more slippery. You see, I was into skidding! I think the new version is closer to the jam-version in terms of feel.
Pretty cool mechanic. I managed to reach the end (I think), but I hadn't collected the achievements. So, I couldn't go through the end door. Also, how do you fullscreen the game? F doesn't do it.
Thanks! There isn't a lot more to it other than reaching that door, so all-in-all you got to the end. Moreover, fullscreening isn't an option! Apologies for smol game
The game is definitely very buggy, but still a good proof of concept. Take this jam as many notes. For 3000 examples never have levels without retry, just have the collectable be the exception to the reset always. Definitely don't have going back to previous levels on accident possible. Have a menu and level select so if someone does go back it doesn't force them to redo stuff. Also test your stuff way more, there were alot of times when the grapple missed or hit incorrectly cause I was in-between blocks. Other than that the design of everything was amazing overall (levels, graphics, controls, and music).
I'll take these points with me! Lots to learn, and lots to improve upon. I believe I'll be able to address all these issues in due time, given that the game is slowly being remade from the bottom up.
Really cool, you have great level design skills, the puzzle are really well done and well balanced. The platforming aspects are also great, with the ledge tolerance, or input buffering for the jump ! and I love the cute music !
I really like this and I hope you continue work on it. The gameplay is fun and the music is super cute and good! What's the best way to stay updated on if you develop this further?
Awesome! I too hope to advance this to another level; it'll be a prioritized project that I can work on in my spare time. I could post a devlog here on itch.io once I've managed to get it rolling. That'll likely notify you in some way or another -- probably not anytime soon, but sometime!
this is really fun, we like it a lot! a few criticisms (which i imagine could be fixed for a postjam version) though:
having no fullscreen or screen resize is annoying
the lack of a save mechanic is particularly frustrating
the ability to go back a level had us accidentally having to redo puzzles multiple times
the little knockback you get from a failed grapple can sometimes allow you to phase through a wall (if you then go towards the wall immediately after being knocked back right against it)
Much obliged! Yes, there were a handful of inconvenient decisions that gave birth to these issues. If I get around to code some more, I'll make some changes. Regardless, I appreciate your insight and bug explaination!
I'm amused to hear that you found that bug! Couldn't find a good fix for this in time, so I reduced the chances of it happening, but alas, here comes Glecho ...!
Makes me happy to hear that! Unfortunately, I've got no link available; however, I've uploaded a .zip-file containing both soundtracks, in case it suits you as a different solution.
Brilliant game!!! I love the artstyle and the music made me pumped for...puzzlesolving? didnt even know that was possible in my case. The puzzle design is excellent, really had to crack my brain at times but the "aha" moment feels nice and deserved when i actually get it. Hope to see this turned into a full game, would love to play much much more.
Yay!!! Good thing the aesthetics clashed nicely and the levels paid off well! I'd love to make a continuation, granted that I'd have more time. I'll also have to up my dev-game!
Congrats on making top 20 in the GMTK Jam! I wanted to reach out to ask if you would be interested in participating in an interview about your experience during the jam? Interviews are conducted over Discord and presented live on Twitch.
I'm shook; can't say I ever anticipated an interview. Thank you for the kind invitation, but I'm afraid I must respectfully decline. I'd be stuttering my teeth off ...!
That’s completely fine! As an option, I could also send you the interview questions and read your replies on stream without you having to be live. Either way, thanks for responding to me and best of luck with your future development endeavors!
Hey, I'm the developer of Whale Eater! Congrats on winning the pulling blocks category! The game looks really clever, definitely gonna have to try it out later
Super charming! Loved it. Took me about 20 minutes.
Is it possible that the 2nd room with a collectible/trinket doesn't restart properly? I think I got stuck there on my 1st attempt at getting the trinket, since I got the battery in a position where I couldn't grab it back, and thus I couldn't get to the next room. Well, I started the game from scratch and got there quickly the 2nd time around, so no harm done. Got the darn trinkets eventually!
And you're correct. Rooms with collectibles have been set to be persistent in order to remove the possibility of collecting the same piece multiple times. This affects all objects, hence why the blocks don't go back to their original positions. I didn't realize the battery could be moved into a no-return position, though! Most decisions were made in the spur of the moment, hence various issues.
Ah I just about suspected it was the same in all trinket rooms, I just didn't get stuck in any of the others so I didn't want to assume. Well now I know my lost time was for a good cause—saving you the hassle of implementing object-specific persistence. A sacrifice I'm more than happy to make for a fine game like this.
← Return to puzzle-platformer
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For whatever reason I have a lot of trouble with diagonal top right aim. 99% of the time it just refuses to do anything. Diagonal LEFT works perfectly, even diagonal bottom down works for some reason, but not the one that is required in 3 rooms in a row. Playing Phasing Puller Casket v1.002
edit: happens on v1.001 too
There are a couple of possibilities for why this is happening: (1) The game engine has some strange limit on how many and which keys are being held at the same time, rendering additional inputs as, well, not input. I imagine the result of this is not being able to shoot when aiming diagonally up-right. I am not well versed in why or when this happens, but it could be what's causing you problems. Alternatively, maybe it is (2) a hardware issue. If you are able to test your keyboard in another setting then maybe you'll find an answer. The newest version does not change how the diagonal shot works. Finally, I suppose there is (3) a small time window after pressing the shoot button, to aim, albeit it's very short. Optionally, you should be able to hold the direction in advance and then press shoot to shoot in said direction, although I doubt timing was the issue.
I did some quick testing, and I couldn't recreate the bug you experience, but I hope one of the points are of help.
Wow, thanks for this! I got lots of insight. There's the room at 12:13, which certainly is a heart breaker. 18:22? -- I'm so sorry... I should go back and polish this jumping mechanic. Moving on: 23:12 -- MLG move right here. By the way, you got the casket near the very end in a neat way; I didn't realize you could use the secret upgrade for this! And 30:20 -- definitely an illegal chess move but I'll let it slide.
I'll go ahead update the time it takes to beat the game! Thanks again!
Before you have written the game takes about 15-20min, had anyone beaten the game in that time?
Yes -- me!
anyone else besides me and you?
thanks for placing my playthrough on this site
I beat casket version (1.002) gg!
They done did it
Can someone pls explain to me how to get past this room? Have all the abilities btw. (post-jam Version)
Thx in advance :D
Oh no! That's not supposed to happen... You're supposed to use that "j" to propel yourself upwards towards the next door. If it doesn't work on the first try, you should be able to pull it back down to try another time. I'll see to fixing this ASAP.
EDIT: It should be good to go now! Hopefully you don't come across any other soft-locks...
Hi, you might remember that i was going to recreate this game in Geometry Dash. Well its been a while but i finally got back to building it and now im done :D Can be found both in Geometry dash and on youtube :)
Yes I do! And you went above and beyond!! Original levels, new decoration and- man, I love the electric wires too. Seems to me like you've straight up knocked it outta the park with this one, Zejoant!
Thanks ^_^
wouldnt have been possible without this very clever and awsome game :)
Sorry for bothering everybody here, but does the Casket Version have a playthrough anywhere? I’ve been playing for hours but I’m still stuck. There’s a room with the Knockback theme where you’re seemingly supposed to launch yourself two times to get to the next room, but the first time would always miss by a tiny margin and send me into spikes. I thought I got the wrong order and instead tried the elevated room that also played Knockback, but once I entered another room I couldn’t make my way back nor could I progress because to get to the next room, I would have to pull myself, but that would mean blocking my way with the very block used for pulling myself. I also couldn’t solve the puzzle in the room where Angular played regardless of how diagonal I aimed or which part of the room I stuck myself to; it just looked impossible to me. I tried to replay three times already, but I couldn’t progress no matter what. Maybe I just couldn’t come up with a solution, so I would like to see how somebody managed to beat the Casket Version v0.001.
I think I know which room you're referring to, which I also got stuck on, and it's actually an exit for another section. The launching mechanism also takes some getting used to, and I initially didn't realize a couple things about it: 1. the boost lasts a for a second or two, and while it's active you can jump a second time if you're on flat ground. 2. you can let go of the direction keys while you are being pulled, which makes it easier to launch when you decide to. I had a lot more luck in this game after leaving for a while and coming back. As for me, I'm now stuck on a later section. If I figure out how to beat it, I'll upload a playthrough!
Thank you very much. I wasn’t very bright when I kept jumping immediately anytime I tried to launch myself. Thanks to you, I have finally managed to finish the game!
Also, a playthrough would be apppreciated, by more than just me.A lot of obscure games have few to no playthroughs at all and they sometimes don’t come with a comment section that could help anybody like me who get stuck. Even while playing this game, I confused myself more times than necessary so any guide would be a plus in my book. Additionally, if you uploaded it on a popular platform, it could probably reach those who played the original Game Jam Version but didn’t know about the Casket Version.
CaN YoU PlEaSe dO It nOw?/?
I got stuck whet getting the sixth (or maybe seventh?) casket in the room with a casket high up
Hello,
what a lovely game. It ticks so many boxes right. The gameplay is interesting, I really like the constraint that you have to pull the white blocks through other walls.
Art style, music and sfx are on point.
I also like the minimal instructions on screen!
Very inspiring <3
Hey! Your comment is equally lovely! Glad you found the premise enjoyable.
Thank you for playing <3
this game is an absolute gem. i played it for the first time when reviewing gmtk games last year, and i came back just to play it again. seeing a finished version of the game was a welcome surprise, and i had a lot of fun with it. great work mvln!!!
What a grand remark. Seems like continuing development on it back then was worthwhile all along!
Thank you ori!!! Now I'm smiling!
Hello MVLN, I really like this game and im wondering if i could be allowed to recreate the game jam version of Phasing Puller inside of the game Geometry Dash. Credit will of course be given. If you are unfamiliar with how Geometry Dash works, its just a game about a cube jumping over spikes that has a suprisingly adequate level editor that allows for making simple games. I make no money out of it.
Absolutely! I appreciate that you're asking. I'm not entirely unfamiliar with Geometry Dash, but that it can be used as a game engine? -- How curious is that!
Thank you :D
Ill send another message here if i manage to finish the recreation.
Awesome!
idk if this is a bug or just my problem but whenever I press Z and the right arrow key the character turns into a black box and moves along the bottom of the window. Also the window is tiny ;-; rly good game though!
Yes, that! I assume you played the jam-version.That bug occurs when your back is against the wall and you turn right, regardless of whether you jump or not. The hitbox is flipped along with the sprite and ends up inside the wall, teleporting you to the bottom of the room. You end up standing on some tiles I put outside the room.
This is fixed in the first post-jam game, as well as in the upcoming finalized version.
I did, yes. You seem like a great developer and I find your game to be really great, i'm happy you're working on finalizing it, I am excited to play again :)
edit: I just started playing post-jam version and it's so fun I love the characters movement :D idk why but I feel like gravity is set to 150% and i'm walking on ice? :/ I like it though I can see the potential
Woww, I am grateful! Well, it's here now, so blast away!
The first post-jam version is definitely much more slippery. You see, I was into skidding! I think the new version is closer to the jam-version in terms of feel.
Wouldn't it just get a folder from the right of it?
this is awesome keep up the good work
I'll have to pick up the pace!
Pretty cool mechanic. I managed to reach the end (I think), but I hadn't collected the achievements. So, I couldn't go through the end door. Also, how do you fullscreen the game? F doesn't do it.
Thanks! There isn't a lot more to it other than reaching that door, so all-in-all you got to the end. Moreover, fullscreening isn't an option! Apologies for smol game
The game is definitely very buggy, but still a good proof of concept. Take this jam as many notes. For 3000 examples never have levels without retry, just have the collectable be the exception to the reset always. Definitely don't have going back to previous levels on accident possible. Have a menu and level select so if someone does go back it doesn't force them to redo stuff. Also test your stuff way more, there were alot of times when the grapple missed or hit incorrectly cause I was in-between blocks. Other than that the design of everything was amazing overall (levels, graphics, controls, and music).
I'll take these points with me! Lots to learn, and lots to improve upon. I believe I'll be able to address all these issues in due time, given that the game is slowly being remade from the bottom up.
oh nice, i hope to play that post jam remake
Really cool, you have great level design skills, the puzzle are really well done and well balanced.
The platforming aspects are also great, with the ledge tolerance, or input buffering for the jump ! and I love the cute music !
Thanks a bunch! Maybe I have a little stage-based trait!
I really like this and I hope you continue work on it. The gameplay is fun and the music is super cute and good! What's the best way to stay updated on if you develop this further?
Awesome! I too hope to advance this to another level; it'll be a prioritized project that I can work on in my spare time. I could post a devlog here on itch.io once I've managed to get it rolling. That'll likely notify you in some way or another -- probably not anytime soon, but sometime!
Really great game, with good art and level design
Thank you kindly!
this is really fun, we like it a lot! a few criticisms (which i imagine could be fixed for a postjam version) though:
aside from that, good stuff!
Much obliged! Yes, there were a handful of inconvenient decisions that gave birth to these issues. If I get around to code some more, I'll make some changes. Regardless, I appreciate your insight and bug explaination!
I got trapped in a later room!
I was able to stand on the edge of a platform and grab something that was directly under me. It made me shoot through the map.
The game is super cute by the way, I love the graphics and music!
I'm amused to hear that you found that bug! Couldn't find a good fix for this in time, so I reduced the chances of it happening, but alas, here comes Glecho ...!
Thanks a lot! It means plenty!
is there a link to the soundtrack? both it and the game are so good
Makes me happy to hear that! Unfortunately, I've got no link available; however, I've uploaded a .zip-file containing both soundtracks, in case it suits you as a different solution.
yeah that works, thanks!
Brilliant idea, I hope you make more honestly.
Hopefully a continuation doesn't stay a dream forever! In due time, it may return anew.
Brilliant game!!! I love the artstyle and the music made me pumped for...puzzlesolving? didnt even know that was possible in my case. The puzzle design is excellent, really had to crack my brain at times but the "aha" moment feels nice and deserved when i actually get it. Hope to see this turned into a full game, would love to play much much more.
Yay!!! Good thing the aesthetics clashed nicely and the levels paid off well! I'd love to make a continuation, granted that I'd have more time. I'll also have to up my dev-game!
Congrats on making top 20 in the GMTK Jam! I wanted to reach out to ask if you would be interested in participating in an interview about your experience during the jam? Interviews are conducted over Discord and presented live on Twitch.
I'm shook; can't say I ever anticipated an interview. Thank you for the kind invitation, but I'm afraid I must respectfully decline. I'd be stuttering my teeth off ...!
That’s completely fine! As an option, I could also send you the interview questions and read your replies on stream without you having to be live. Either way, thanks for responding to me and best of luck with your future development endeavors!
Hey, I'm the developer of Whale Eater! Congrats on winning the pulling blocks category! The game looks really clever, definitely gonna have to try it out later
It's you! Thank you very much!
Super charming! Loved it. Took me about 20 minutes.
Is it possible that the 2nd room with a collectible/trinket doesn't restart properly? I think I got stuck there on my 1st attempt at getting the trinket, since I got the battery in a position where I couldn't grab it back, and thus I couldn't get to the next room. Well, I started the game from scratch and got there quickly the 2nd time around, so no harm done. Got the darn trinkets eventually!
Thanks for playing! Took me more than a day!
And you're correct. Rooms with collectibles have been set to be persistent in order to remove the possibility of collecting the same piece multiple times. This affects all objects, hence why the blocks don't go back to their original positions. I didn't realize the battery could be moved into a no-return position, though! Most decisions were made in the spur of the moment, hence various issues.
Fun that you retried and succeeded in round two!
Ah I just about suspected it was the same in all trinket rooms, I just didn't get stuck in any of the others so I didn't want to assume. Well now I know my lost time was for a good cause—saving you the hassle of implementing object-specific persistence. A sacrifice I'm more than happy to make for a fine game like this.
This is awesome! Super clever idea!
what does mean