No boss music: Yes, but this is why: This was the first time ever I composed and published my own music! This already cost me a lot of time. Adding a boss music would have completely destroyed my time schedule.
Understandable.
I'm still immensely proud I managed to put any of my music in the game in the first place tho :P
And you should! The music did it's job well most of the time. You'll probably get more effective at making music with time. ^^
No feeling of progress ... I don't know what to say about that. Very subjective, hard to "fix"
To make this more concrete:
You can visit all but the last level from the beginning already.
Enemies don't get considerably more difficult over the levels.
The player doesn't get that powerful in the end. With all the upgrades I'd expect the first level to be a cakewalk, but it isn't.
After beating the game, the world still looks the same. (I understand why you did this, and I've read the dialogue where it says the forest has to regenerate. But still, some sort of trophy at least would be good.)
I don't think I used the damage indicator in a hacky way. It works perfectly, does it not?
It does work perfectly! But it's the compass hud element, not damage_indicator. Who would've thought this worked so well? => Hacky, imo. (Which is not a bad thing. :D)
The reverb works with the most boring trick ever: Duplicate the normal stone nodes, but add a reverb sound. All reverb sounds are actually new sound files, too. Totally unimpressive programming-wise but the player doesn't have to know :D
In the end it's simple, yes. But if you haven't seen this simple technique before, the idea is not boring at all!
Great job in finding a way to escape the level!
Thanks! :D
That way I was also one of the players who encountered the darkness at the world border. It was nice to see you thought of someone getting there.
Btw. the spot where I escaped was at: (56,62,214) (If positions aren't always the same, for orientation, the first campfire of the first level is at: (24,53,224)) (There might also be more holes elsewhere.)
Goal could be communicated better: Yeah, the wizard is a little cryptic and doesn't explain what the light crstals are for which I think is pointlessly confusing. But apparently not THAT confusing since you obviously managed to break the shadow bush barrier
Before I found the first light crystal, I didn't know at all where I could find one. I thought it was some kind of drop. The first light crystal shrine also wasn't visible from far away. In the end I managed to do it because there was nothing else to do, but a player shouldn't have to bruteforcefully search through the world, imo.
=> Some hint, via dialogue or so, where light crystals can be found would be good.
(Disclaimer: This review was made in the context of the game jam 2023. May contain spoilers. Edit: And most/all issues reported here were fixed in the meantime.)
Having a light orb in front of you for lighting is quite clever.
The damage indicator is really nice. Until yesterday, I didn't even know the compass hud element existed, and on the next day I already see a game use it in a hacky way.
The footstep sounds on the floating stone platforms in the stone level have reverberation. This is genius.
The dialogue text was cut off sometimes.
In the floating stone platform area, there's a spot where it's not deep to fall down, and you can see the ground. It's unexpected that one dies there, but unexpected in a bad way.
You can easily get out of the level in the first level, and directly go to the last level. This doesn't seem intended.
There are too many enemies at once. They spawn faster than I could ever kill them, even with full weapon upgrades. This makes the game too hard. There should be something like a limit of enemy count per space.
The goal and overall plot could be communicated better.
Picking up items by walking over them doesn't work reliably.
I haven't seen anything fitting the "unexpected" theme.
The boss fight was boring. There was no boss music, and all I had to do was run in circles and shoot for minutes.
There was no feeling of progress thorough the game. Finishing it didn't feel satisfying.
(Disclaimer: This review was made in the context of the game jam 2023. May contain spoilers.)
Note: I haven't found a player to play an actual round, I only tested with a 2nd minetest client.
Interesting mechanics. Has the potential to work out and be fun.
The mechanic where treasures take up multiple inventory spaces is interesting, but needs more work.
I.e. one needs the functionality to rearrange and drop treasures. Also, the inventory should probably be made smaller.
A bit buggy. At my first try, the players ended up in different maps.
To few sounds. Textures are nice.
In-game explanations would also be good. The statues, for example, are very non self explanatory, imo.
(Disclaimer: This review was made in the context of the game jam 2023. May contain spoilers.)
It's fun! But some parts a too unforgiving, more checkpoints would be good. (I ended up cheating with fly.)
Fits theme.
Got an "attempt to index a nil value" crash at regulus_mobs/boss.lua:240, when some projectiles hit me.
And there are error messages due to dated API use.
The cinematic screen widening effect at the bossfight is innovative, I haven't seen this in minetest before.
You made the music and models yourself, right? They are pretty nice!
If I could detect it, then I could support the toggle automatically and transparently.
Actually, in singleplayer you can just read the pitch_move setting. But I admit this is ugly.
movement jank
I wasn't entirely sure if you're attached to an object. But if you are, such jank is at least not new. x)
ALSO affects the animation timing for object:move_to(pos)
Ah I didn't know that I think. It looks like the server could send a separate update interval for each move_to actually. I've tried using a larger update interval than send inerval, and it works without major issues, so decoupling might work. Added a bullet to my large personal TODO list, maybe I'll make a PR or issue in a distance future if nobody else does.
The level design is great! The mechanics were introduced properly. And the harder levels are hard enough that you have to think and not just fiddle around. Solving the levels felt very awarding.
Other notes:
It would be nice if pitch move worked in space.
Sometimes I felt like I was teleported around a few nodes. Haven't found out if this a subgame or engine bug, and that's feaking me out.
Some of the effects, like the fire pushing you away, the feedback you get when you're in the way of a klotz, the bouncy walls, or the portal are very satisfying!
(If low latency is important for a better experience, you could also recommend decreasing dedicated_server_step to something like 0.016. This influences how frequent the server sends packets (also in singleplayer).)
FYI, in singleplayer server-step (aka globalstep) runs at 60Hz, so it's quite fine.
You can also decrease the dedicated_server_step setting, in singleplayer it affects the packet send interval.
I see.
Anyway, the mod is not using insecure environment. Your findings are (almost certainly) only coincidental, not causal. You could try disabling trust and then trying again.
Well I uderstood the error and analysed that you should add the waring in bold text that "Enable dssssa_player in trusted mods both in release and in the readme.
Please show your thinking. I have no idea how you would come to that conclusion.
And well how about your mv_vehicles mod any new update on that one.
That's offtopic here.
(I currently don't have the time and interest that would be needed for real improvements, sry.)
Mod does what it says. 🐶 🐕
But how do I dig them without hitting? I don't want to make 🌭 out of them.
(2/2)
Understandable.
And you should! The music did it's job well most of the time. You'll probably get more effective at making music with time. ^^
To make this more concrete:
(1/2)
It does work perfectly! But it's the
compass
hud element, notdamage_indicator
. Who would've thought this worked so well? => Hacky, imo. (Which is not a bad thing. :D)In the end it's simple, yes. But if you haven't seen this simple technique before, the idea is not boring at all!
Thanks! :D
That way I was also one of the players who encountered the darkness at the world border. It was nice to see you thought of someone getting there.
Btw. the spot where I escaped was at: (56,62,214) (If positions aren't always the same, for orientation, the first campfire of the first level is at: (24,53,224)) (There might also be more holes elsewhere.)
Before I found the first light crystal, I didn't know at all where I could find one. I thought it was some kind of drop. The first light crystal shrine also wasn't visible from far away. In the end I managed to do it because there was nothing else to do, but a player shouldn't have to bruteforcefully search through the world, imo. => Some hint, via dialogue or so, where light crystals can be found would be good.
(Disclaimer: This review was made in the context of the game jam 2023. May contain spoilers. Edit: And most/all issues reported here were fixed in the meantime.)
(Disclaimer: This review was made in the context of the game jam 2023. May contain spoilers.)
(Disclaimer: This review was made in the context of the game jam 2023. May contain spoilers.)
(Disclaimer: This review was made in the context of the game jam 2023. May contain spoilers.)
(Disclaimer: This review was made in the context of the game jam 2023. May contain spoilers.)
(Disclaimer: This review was made in the context of the game jam 2023. May contain spoilers.)
time_speed
to 0,viewing_range
to 50.(Disclaimer: This review was made in the context of the game jam 2023. May contain spoilers.)
(Disclaimer: This review was made in the context of the game jam 2023. May contain spoilers.)
(Disclaimer: This review was made in the context of the game jam 2023. May contain spoilers.)
(Disclaimer: This review was made in the context of the game jam 2023. May contain spoilers.)
(Disclaimer: This review was made in the context of the game jam 2023. May contain spoilers.)
(Disclaimer: This review was made in the context of the game jam 2023. May contain spoilers.)
(Disclaimer: This review was made in the context of the game jam 2023. May contain spoilers.)
Actually, in singleplayer you can just read the
pitch_move
setting. But I admit this is ugly.I wasn't entirely sure if you're attached to an object. But if you are, such jank is at least not new. x)
Ah I didn't know that I think. It looks like the server could send a separate update interval for each
move_to
actually. I've tried using a larger update interval than send inerval, and it works without major issues, so decoupling might work. Added a bullet to my large personal TODO list, maybe I'll make a PR or issue in a distance future if nobody else does.Finally played it.
The level design is great! The mechanics were introduced properly. And the harder levels are hard enough that you have to think and not just fiddle around. Solving the levels felt very awarding.
Other notes:
dedicated_server_step
to something like0.016
. This influences how frequent the server sends packets (also in singleplayer).)Looks good!
FYI, in singleplayer server-step (aka globalstep) runs at 60Hz, so it's quite fine. You can also decrease the
dedicated_server_step
setting, in singleplayer it affects the packet send interval.Great idea!
And well enough executed (but sadly won't work well on laggy servers I guess).
Mod could use some polishment though.
I'd like to see smoother leg movement animations, i.e. don't jump to the next position, but move them along a curve.
I see. Anyway, the mod is not using insecure environment. Your findings are (almost certainly) only coincidental, not causal. You could try disabling trust and then trying again.
Please show your thinking. I have no idea how you would come to that conclusion.
That's offtopic here. (I currently don't have the time and interest that would be needed for real improvements, sry.)
TBH, I haven't tried with 5.6.1. Please try the latest master (or newest cdb release).
Also, linking https://github.com/Desour/dssssm/issues/1 here.