Cold timeout is very unforgiving, but a really fun game.
Babababa
Creator of
Recent community posts
Because of the nature of the character not having a clear forward facing direction, I wasn't sure how to handle the movement besides being relative to the current view.
I've always personally liked orthographic cameras in this type of game, but I can see why others wouldn't. I'll consider making it an option to switch between them as others have said similar things about it.
I turned the full-screen button on. Didn't realize it was off. When I open it it went into its own window which had one, I guess that's different for others.
I'll be sure to fix the no slur while moving post rating period.
The controls are mapped to always go in the direction of the isometric view. So if you are on the side of a pillar, being on each side would be a different WASD input to go down.
Because there is no 'front of the cube', it's not facing a direction to move into. I am not really sure how else the movement could work. I did add an invert movement option for whether up left or up right is forward (W) as that is something my brain had trouble with in other games.
The going back in forth movement was a compromise when at corners, since I wanted to keep the movement as WASD only, I needed a way to move around the corner when the other directions are also available. I opted to just make the direction being pressed to reach the corner wrap around one block. I could have maybe implemented a release requirement before being able to go back, but I found the swinging kind of funny and monkey like so I kept it.






