for a game with the word "Geometry" quite literally within the title, toying with geometry in the editor is one of the most tedious and time-consuming efforts imaginable.
you wanna make a square? we got a billion of those. you wanna make a circle? plenty of those to go around. you wanna make a triangle? it'll look a bit wonky sometimes but it's got good heart.
then we get to the tough stuff... you wanna make a pentagon? that's gonna be 10x the effort. how about a polygon with an irregular set of angles and side-lengths? have fun wasting an hour to get it right. you wanna make any sort of interesting curve? you might as well chop your fingers off. you want a bezier curve that responds to updating the foci? just fucking uninstall
it's precisely that inertia associated with developing anything past blocky structures and basic polygons that makes underworld such a landmark level. yeah it doesn't really get going until about the halfway point but it doesn't matter when you have two sections that utterly mesmerize in how they defy not only expectations for what a level can look like, but the very limitations of the editor every creator has come to submissively internalize. someday I believe we'll get more creators actually prioritizing strange geometries over defaulting on squares and circles
PS a bezier curve feature is not that hard to implement, nor is a point-by-point polygon object. if 2.2 was nothing but the scale trigger and these two features I'm certain it would've still triggered a massive sea change
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sorry about this gang