From the moment I launched it this game had my CPU running flat out on one core for no apparent reason. We'll get to the bottom of that and other technical problem issues. For now, gameplay: It told me presents were in a few different aisles but there are no signs on the aisles to tell me what number they are. Actually, it turns out this is the z-coordinate of each present. Also, I didn't have damage turned on when I started it, so I was actually cheating without knowing it. Games can override this if they know what they're doing.
So you eventually find at least one present, congrats, it wasn't on the shelves like the others and it was green. At least it doesn't matter if you have colourblindness when the special presents are in a different spot. You run back, place it down, easy enough. Then it tells me I can leave. Leave how? and do what? There's no door, the wall is impenetrable and the world outside is flat and featureless.
At this point you begin to ask what's original in the assets here. Mobs - from an old mod by PilzAdam. Walls - copper blocks from minetest game. For some reason all of MTG default was included. Shelves - from infinite IKEA. I guess the present texture is original? The git history is a mess and there's no licence file in the game's (1) original mod.
Now why does it 100% my CPU? All of the code runs in a globalstep and while the author, mercifully, added most things in a conditional in that globalstep, the entire warehouse of copper blocks, shelves and presents is replaced every single globalstep. Look, clearly the author is new to coding and probably overlooked or didn't fully understand this, but I just find this inexcusable.
This game clearly needs a lot more love and development to succeed. It could be a fun game where you try to get a high score in rounds of increasing difficulty, or even a competitive multiplayer game, much like Frank Costanza vs the other guy fighting over the last doll in the store (Seinfeld :)
The arena should only be spawned once. You can mark it as spawned in a persistent mod storage and check upon world load if it needs to be done.
Same goes for the special presents, they should only be spawned once. Currently the best speedrun strategy is to quickly reload the game half a dozen times so that the presents are super easy to find.
Please write better git commit messages. Learning git is a long process but it will serve you well.
Choose better nodes for the walls, floor, ceiling and lights. Copper was definitely a poor choice. Since you're allowed texture re-use in the game jam, you could have used just about anything.
Let the player only carry one present at a time, and spawn more presents as they are returned to the score point.
A success sound jingle (get one from freesound) each time you capture. Doesn't matter if it's corny, it's much better than not having one.
Eventually try to have original mobs as well. In the mean time, you could at least increase the mob difficulty according to score.
That's about the minimum I would recommend to make this game fun. Persevere and have fun.
From the moment I launched it this game had my CPU running flat out on one core for no apparent reason. We'll get to the bottom of that and other technical problem issues. For now, gameplay: It told me presents were in a few different aisles but there are no signs on the aisles to tell me what number they are. Actually, it turns out this is the z-coordinate of each present. Also, I didn't have damage turned on when I started it, so I was actually cheating without knowing it. Games can override this if they know what they're doing.
So you eventually find at least one present, congrats, it wasn't on the shelves like the others and it was green. At least it doesn't matter if you have colourblindness when the special presents are in a different spot. You run back, place it down, easy enough. Then it tells me I can leave. Leave how? and do what? There's no door, the wall is impenetrable and the world outside is flat and featureless.
At this point you begin to ask what's original in the assets here. Mobs - from an old mod by PilzAdam. Walls - copper blocks from minetest game. For some reason all of MTG default was included. Shelves - from infinite IKEA. I guess the present texture is original? The git history is a mess and there's no licence file in the game's (1) original mod.
Now why does it 100% my CPU? All of the code runs in a globalstep and while the author, mercifully, added most things in a conditional in that globalstep, the entire warehouse of copper blocks, shelves and presents is replaced every single globalstep. Look, clearly the author is new to coding and probably overlooked or didn't fully understand this, but I just find this inexcusable.
Comments: Improvements
This game clearly needs a lot more love and development to succeed. It could be a fun game where you try to get a high score in rounds of increasing difficulty, or even a competitive multiplayer game, much like Frank Costanza vs the other guy fighting over the last doll in the store (Seinfeld :)
That's about the minimum I would recommend to make this game fun. Persevere and have fun.