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Okaay, that in the basement was a good one, you had me circling for a bit to see how you did that :D So, before I figured that there was that tutorial box I figured that none of the furniture had collision and I could walk through them. Finally found the box, kicked it as you pleased, and was a bit concerned if a box floating at my ceiling is to be considered normal. So I kicked it a couple more times.Basement was my next stop and you can imagine what happend :D.
and I SWEAR the box moved when I came back up. Whats up with that floating box, its creeping me out man ^^ 

Okaay, now you are really messing with my brain in that basement.. I continue my feedback(?) once I know what is happening.
I am not having any performance issues at all, total oposite. But your furniture needs collision at very first, unless you have a very fancy reasoning for the player to be a ghost :)
I am having a blast over here right now, idk if this is how you intend it but I feel reminded of 'Only if' - but maybe in its alpha 

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The cube was there so that I could test object portaling so if you push the cube through one of the seamless portals it will portal seamlessly. The performance issues/bugs were a lot more prevalent in the 0.6 update before I mostly fixed the performance issues by disabling portals when not in view. But, there are still game-breaking performance issues when running the game on lower-end hardware. This would probably be mostly fixed with a resolution setting in the settings menu. The furniture needs collision I just haven't gotten to adding it for every piece of furniture yet. If you want a little 'behind the scenes' on how the game works, you can check out my devlog:

https://24k9robot.itch.io/perdition/devlog/495823/bugperformance-fixes

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nice maze

Thanks! I am currently working on the performance issues and bugs that make the game run at a low framerate and cause you to teleport to a random place when going through one of the seamless portals. Watch out for a new update when I fix these issues.