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The Void – Level 1: Bug reports and playtest observations #1424
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This discussion is for collecting any bugs, glitches, or unusual behavior found while testing Level 1 of The Void.
Please share short descriptions, videos, or screenshots to help identify and document issues accurately.
Related discussion: The Void – Level 1: Ideas and Improvement Suggestions #1427
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Replies: 5 comments 4 replies
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Hi! I'm going to share information about Stage 1 of the quest "The Void", based on my review in discussion #1411.
Bug 1 – Player stuck between trees:
Got stuck in these areas (inside and outside the two trees). It doesn't seem to be caused by the tree colliders themselves, but rather the player movement gets disabled for a few seconds when colliding between these two tree colliders.
_Reproduced 4 times.
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Bug1_2025年10月22日.213916.mp4
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Bug 2 – Post-boss softlock:
After defeating the "Void" and the scene lights up, there's a chance that if the player doesn't follow the intended path, they can get stuck between two red trees with no way to escape — unlike the previous bug.
Reproduced: 5 Times
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Bug2_level1_2025年10月22日.213916.mp4
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At the time of testing minigame 1, I decided to explore the map to discover some changes and errors, at the time of exploring I got stuck in a tree near the bridge, this could prevent the player from progressing if he is curious to explore the map.
#1421
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Confirming what my teammates documented: it’s possible to get stuck between the trees. It took me about a minute to get out, and during that time, the character couldn’t move. I think it would be a good idea to make this section of the trees like the beginning of the level, where the player can’t walk between them and therefore can’t get trapped. This is especially important because there are so many trees that it’s hard to see what the character is doing.
Bug-nivel.1.mp4
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Good idea! You could do this by changing the type of OnTheGround/SanctuaryWoods to StaticBody2D:
Change its collision layer and mask to match the StartingIslandTrees:
imagethen add a CollisionPolygon2D as a child, and draw a polygon around the area that should be blocked.
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Hi @wjt ,
another option could be to slightly separate the trees so that the collision between them and the player doesn’t overlap or cause any clipping issues.
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Yes, that's what I mean!
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All feedback has been addressed, thanks!
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