Inny wrote:The number one difficulty I had was figuring out the solution, and then having to replay levels over and over until I was able to get through without accidentally nudging a crate half-way as I was walking past it, blocking my future movement. I gave up in frustration on the last room of the first floor because of this.
It seems that this is common problem. I was thinking about the following solutions:
Make the character move over full tiles instead of half tiles. This would reduce the probability of accidentaly pushing object you don't want to.
Add undo key to revert your last action. Problem is that this can't be based on player moves (there are other entities, like enemies, moving on their own), so it has to be time-based (for example: reverting game state 10 seconds to the past).
Add quick save/load keys to store/restore game state.
I like the 3rd option, so I'll probably implement it in the next version, but if anyone disagrees or has a better idea, I'll consider it.
jonyzz wrote:Make the character move over full tiles instead of half tiles. This would reduce the probability of accidentally pushing object you don't want to.
I like this option the most, personally, though what you could probably do that would work is limit the angle that players are allowed to push blocks from. Assuming that all pushable blocks are a full tile wide, then simply don't allow the player to push blocks unless they move to be completely on a full-tile. If they're half-way between tiles, then disable pushing blocks. That would probably be enough to stop accidental pushes.
Great job, I really like this kind of puzzle games! Congratulations!
But I must say I agree with what's been said about limiting the player movement to full tiles - it would be much more intuitive and make accidental pushes less likely.
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