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ajc11196
Recent community posts
Of course, I really appreciate the work you're doing, and look forward to sinking in when it doesn't crash on me. I don't know how to access the crash report the other user posted, but can send them if it's simple enough to tell me how.
Didn't mean to sound rushy, just saw the last post wasn't replied to. Gld to hear you're workign on the project still, I think it's amazing
This is a great and fun version of Hack*match! Just what I was hoping for. I have two issues: 1, when there is a match, the playdate has a framerate drop. It would be great to mitigate this. 2, the current system doesn't register blockings that are made of four that should auto-clear. This is a much-needed addition! Other than this I love the game and different play styles. Would really love an "original" that moved down on its own, too.
Okay, that clarifies it a little, but I think that the meter needs to fill up faster and/or not deplete as fast. To use the boost you have to already be going fast enough and doing enough tricks that you don't really need to use it... I'm getting high scores, but I really can't fill that bar no matter how hard I try. As soon as I hit a snowbank and slow down I loose whatever I have saved up to start going again. I don't see how I'm supposed to avoid crashing into some snowbanks given I cant see the ground until it's directly in front of me--there isn't time to break, really if you have gotten air enough to do tricks. I love this game and the way it plays, but some of the mechanics feel at odds sometimes. I hope this makes sense. Perhaps cimmunicating this is the way the boost works before players spend their points on it would be helpful, too.
This does make the game marginally better. I really would reccomend there being at least three sensitivities if you'd consider it-- one where we were, one where we are, and one a bit higher. I just think it's going to make people happier with the game if they can control that a bit. Right now it's a bit frustrating to continually crash into exterior walls and not be able to steer the car to a destination without reversing or going in a wider circle when I don't line up my drift parabola *just* right. Another idea is tighter car turn-radius being a upgrade...? I'm just spitballing here
One more I would add is zoom out, so I can see the entire puzzle. This might make it too small for some, but navigation is a bit frustrating at times (just a bit though. Still loving this). It being able to recognize folder paths in the "Puzzles" folder would be great too, but not sure how realistic this is
This was partially a meme comment but I thank u for ur serious reply. I actually love this, I played it this morning, it is a great fun little solitare game. I think it's funny you made this not knowing they have these at every table at cracker barrel lol. Get urself some biscuts and nostalgic candy my friend.
After more playing, menu is buggy. Sometimes after starting a game the screen won't change the background, so you're playing a game you can't really see over the game-select screen. This has started to happen pretty frequently with me, and so I can't really reccommend the game to anyone considering buying it right now.
I love the game, but a few suggestions-- I would really like if the falling were implimented better. The falling now feels slow, especally in tate mode. The original game had the pills falling much faster. Another big quality of life problem is the speed of the send-down for up. It should only do ONE per press. Right now if you hold it down for too long it will send multiple pills. This ruins the game if you press the button for one second too long. Additionally, the way that works is a little jenky, as you can force a pill over another if you put it vertically and then horizontally as it falls.