@firebug "but I would have liked a way to restart [...] charges restored and the planted tree trunks removed"
To do that press Z (plants stump if possible and moves you back to tree). then hold X
@tiar
Thanks for the feedback. I hear that a lot, about the jump force and I agree. While developing I was constantly tweaking it, making sure that every puzzle works, so after few hours I have mastered it and it was much easier for me (also knowing collisions). I should have tested it with other people.
For player controller I have used simplified version of Sebastian Lagues 2D platrofmer controller. So no rigidbody movement whatsoever.
@firebug, @natethegreat, @tiar
I will tell you guys a secret... The spikes are a lie!
collisions.png
Here are collisions in the game. If I tried to give spikes collisions instead the puzzle would be literally impossible
collisions2.png
All my "deadly" collisions are in one tilemap collider, so I couldnt just offset them, because opposite spike would get even worse.
I guess I could make it work, but it was my first time with Tilemap and I didn't know all its features and limitations.
Sorry if I sound defensive, that's not my intention. I just wanted to shed some light on why I made those decisions. In the end I agree with you and next time I will pay more attention to this stuff, which will hopefully result in a better game.
Thanks again for the feedback. Y'all have a great day!