{"author_link":"\/users\/markopolodev","author_name":"MarkoPoloDev","author_uid":"markopolodev","comments":[],"epoch":1524813163,"event":"LD41","format":"md","ldjam_node_id":90923,"likes":1,"metadata":{"p_key":"112312","p_author":"MarkoPoloDev","p_authorkey":"1059529","p_urlkey":"328257","p_title":"Crux Swarm Soft-lock Bug has been Fixed","p_cat":"LDJam ","p_event":"LD41","p_time":"1524813163","p_likes":"1","p_comments":"0","p_status":"WAYBACK","us_key":"1059529","us_name":"MarkoPoloDev","us_username":"markopolodev","event_start":"1524182400","event_key":"72","event_name":"LD 41"},"node":{"_collation":{"body_sanitizer":"TextUtils::SanitizeHTML via existing importer","event":"LD41","removed_author":false},"_superparent":73256,"_trust":8,"author":59529,"body":"It started as pride. Ha ha ha, players are finding my game challenging.\n\nThis turned to a bit of frustration, since so many people seemed to be unable to complete it.\n\nThe most recent emotion was horror, after watching @rebecca-kremer play it on stream, when I discovered that through a perfectly normal interaction players could accidentally render the game unbeatable. :frowning2:\n\nIt was a simple bug: Cores were deactivating when their shields reached 0 without checking if they had been activated or not. This meant players could accidentally repeatedly deactivate the same core, which borked the music layers, severely handicapped their tower inventory, and ensured the chain in front of the victory doorway never opened.\n\nSo yeah, that's fixed now.\n\n\nIn other news, I'm working on a post-jam version with some cool changes, some of which are environmental:\n![ld41_scary_head_sneak_peek.gif](\/\/\/raw\/988\/e\/z\/14419.gif)\n","comments":0,"created":"2018-04-23T17:56:10Z","files":[],"files-timestamp":0,"id":90923,"love":1,"love-timestamp":"2018-04-27T14:28:17Z","meta":[],"modified":"2018-04-27T14:28:17Z","name":"Crux Swarm Soft-lock Bug has been Fixed","node-timestamp":"2018-04-27T07:12:43Z","parent":73567,"parents":[1,5,9,73256,73567],"path":"\/events\/ludum-dare\/41\/crux-swarm\/crux-swarm-soft-lock-bug-has-been-fixed","published":"2018-04-27T07:12:43Z","scope":"public","slug":"crux-swarm-soft-lock-bug-has-been-fixed","subsubtype":"","subtype":"","type":"post","version":279366},"node_metadata":{"n_key":"90923","n_urlkey":"328257","n_parent":"73567","n_path":"\/events\/ludum-dare\/41\/crux-swarm\/crux-swarm-soft-lock-bug-has-been-fixed","n_slug":"crux-swarm-soft-lock-bug-has-bee","n_type":"post","n_subtype":"","n_subsubtype":"","n_author":"59529","n_created":"1524506170","n_modified":"1524839297","n_version":"279366","n_status":"WAYBACK"},"source_url":"https:\/\/ldjam.com\/events\/ludum-dare\/41\/crux-swarm\/crux-swarm-soft-lock-bug-has-been-fixed","text":"It started as pride. Ha ha ha, players are finding my game challenging.\n\nThis turned to a bit of frustration, since so many people seemed to be unable to complete it.\n\nThe most recent emotion was horror, after watching @rebecca-kremer play it on stream, when I discovered that through a perfectly normal interaction players could accidentally render the game unbeatable. :frowning2:\n\nIt was a simple bug: Cores were deactivating when their shields reached 0 without checking if they had been activated or not. This meant players could accidentally repeatedly deactivate the same core, which borked the music layers, severely handicapped their tower inventory, and ensured the chain in front of the victory doorway never opened.\n\nSo yeah, that's fixed now.\n\n\nIn other news, I'm working on a post-jam version with some cool changes, some of which are environmental:\n![ld41_scary_head_sneak_peek.gif](\/\/\/raw\/988\/e\/z\/14419.gif)\n","title":"Crux Swarm Soft-lock Bug has been Fixed","wayback_source":[]}