The controls are weird, having to click somewhere else to stop being attracted feels a bit hacky. I would maybe suggest to allow to press Sneak or Aux1.
Agreed, it was a bad compromise trying to support mobile players, I believe we can detect touch screen users, and specifically mobile users now, so I'll make that change here soon so that there are different control schemes, and a reasonable one selected by default. Thinking left click, right click; any click, aux/sneak click; click on, click release (for mobile); and the current controls (again for mobile or weird desktop users like myself)
The end was unsatisfying; it came before the game really began.
You and me both - I got a grand total of 20 hours this jam and you can see I dropped the ball on total content sadly.
I assume the AI was not used to write the actual texts, right?
Dead on, write the words first myself, play a few times with those words, and then render the voice at the end. Takes a fair amount of time to do, can't simply toss all my text at them and expect even reasonable results haha.
The graphics feel somewhat cheap. That the "lasers" are a full blocks is very confusing to me. The player model is probably just a dummy.
All true - any suggestion for "lasers" name replacement? "heat field?"
opening an invisible non-closable formspec.
Exactly the plan - along with semi-skippable cutscenes.
I don't think this game is "there yet". With more levels and especially polish it could be nice.
Nope, I am surprised ya'll liked it even in it's very bad state. That "game jam" tag is doing some majorly heavy lifting.
Expect this to be a lot better over the coming months, and then go into maintenance mode once the original story I had in mind is done.
Hey I played this one all the way to the end, got lucky and stole three pots and carried them along.
+1 There is a goal, follow the path a long way (set up by the first character)
+1 The pots do actually have different effects and I was always scared to try them after almost dying my first try. (speed pots rock)
Finally, they really restrict your viewing sight to 40. That made the fog affect absolutely awesome until you are in the last forest. Which I guess counts as line of sight cause it's the first time I even knew we had this neat feature.
I'll be honest, this game starts out so reasonable, then intoduces impressive mechanics in the puzzles, then gets downright evil and hard, and then evil and harder lol. The payoff is wonderful, but gosh darn it that was so tough.
+3 love the level designs, though a bit hard on the physical jumping, and that stupid jump toggle one like 5 from the end lol just after finishing antigravity....
BugsFeatures I found through my struggles:
If you use the placement blocks and toggle the blue/red switch, and one of the placement blocks is in the way, it gets eaten and disappears forever (just give it back to the player if detected, check before you wreck;)
If you run out of arrows on the final test - whelp.
.
So how did I find the will to continue? Well I used fly and noclip to learn the damn tests and play through not once, but three total times from the start
I'm tired and gotta give you credit - that was fun and I got thoroughly invested.
Zero game jam theme, no sounds, kept the default inventory HUD lol.
But you know what? I had fun exploring and discovering there was more than just 2 dudes to talk to, that there was an actual end to the game, and there was a goal the entire time and I met that goal.
Do I recommend it enough to give an upvote and have other random players in the world find and explore for 5 minutes? No, sorry - but I personally enjoyed the little map :)
The "circle" based camera movement right at the intro is implemented badly, but that's what I personally had time for haha. Will address post jam, make it smooth as butter.
As for the difficulty, yeah i think I'll have to remove the first left looking swing and the lava tutorial timing based swing as well, its just too hard. you should have seen what it was 7 days ago though, haha. this IS the easy version lol.
As for a whole game, yeah i planned another 7 or so actual missions, which i think would do the mechanic and "story" justice, the hard part will be keeping it balanced between too hard and too easy to make it fun.
Sorry about that oversight. Yes I used 'goto' which is supported in PUC lua 5.2+ and LuaJIT only. You are using PUC lua 5.1.5, which is totally acceptable but doesn't support 'goto'. I have made a new release, you can update your client installation in place (use the update button in the UI), and should work no issue for PUC lua 5.1.x, let me know if you have further issues!
As an aside - you really should just luaJIT for building Luanti, you are missing out on a very different experience playing any game on Luanti without it - oftentimes games can run 3-5x faster. Just my two cents.
As it sits, I can recommend it to a general audience because it's a cool exploration experience on its own, and will inspire some new ideas for new-comers.
If you are interested in this kind of game, you should reach out to what seems like a decently active game dev for a minetest game - they would probably appreicate the help.
This is game I do recommend looking up stuff about after struggling for a while, because even reading a step by step guide won't be able to get you an understanding. Only by playing will you appreciate this game, and that's the best kind of game!
It's a space-based 3d-puzzle-game where you move along one of the 3 axis (X,Y,Z) to slam into a block so you don't fly into space, trying to get from start to end of each puzzle.
Nobody has 10 friends laying around ready to play a game - glad you are hosting a server, but in the meantime - you might want to put effort into creating some AI for ghosts (and explorers, if possible), so its playable and enjoyable for less than like 5 people.
Just my two cents - otherwise I love the assets chosen and love the different theming behind the game idea.
yep - ABM based mapgen changing as you walk is a solid idea. But not a game - give the idea some more love and this could be a lot of fun. I - for one - would love to have aura's where I walk and change the world to sand or volcanic ash or whatever - but that sounds more like a mod. Any ideas for a game goal?
The base is there, but it'll need some more scripts for the various missions - I see where it's going, just ran out of time for the Game Jam - let us know if you need pointers on how to pull some of the missions off..
You can solve this puzzle a ton of different ways. Explore each and every era carefully and methodically. Search those nooks and crannies! It will take patience.
Hint if you are stuck: Look for plants!
Hint 2 if you are stuck: find solid ground through the ages!
Really solid level design, honestly. Great Jam Entry - and a good entry for Minetest generally.
Falling sucks, don't fall through.... (need a way to return the player back to "start" or something for this scenario for now)
Design for other screen sizes than 1920x1080 haha
Love the trees and textures: but the current very text-like looking black with white text node: please change that texture === too many attempts to read them all.
Technically I solved / beat the game with only 3 plants, but perhaps that's a feature, not a bug!
After beating the ending, I got a nice NPC still floating at the top of the citadel, tried talking to him - nice "nil" bug because he didn't have anything to say - double check the entity disappears or have a better ending sequence (go to main menu, credit reel, you get the idea)
It's been asked for before. I guess I could make an optional mapgen for certain games. Feel free to make the changes yourself and I'll merge them into the mod. Otherwise it'll be a while before I ever do so.
Thank you for adding another style to the game, always cool to see someone put the effort into reading the decently readable code, haha.
My only complaint is the invisible nodes that force me to walk down the center of the 3-wide hallways - but it's a minor complaint. Just glad to see more content for Labyrinth, thanks again!
Everything is set to verbose (off by default) except the case where you provide no text to process, that's going to stay a warning until someone convinces me otherwise.
Interesting, I have never seen that error before from the bullet points. What minetest version are you two running? That might point me in the right direction for testing.
As for the zero width separators, they're kinda a must, because tabs don't exist in minetest, becausespace is ignored mostly.
This is not too big of a surprise, as i had to end up using a utf-8 hodgepodge library to get everything working, as the PEG based real lua markdown parsing library is designed for lua5.2+, and the hodgepodges i put together expect full lua 5.1, which we dont support for security reasons, which led to this current mess, which means mediocre to trash utf-8 support, but great markdown support.
There are two solutions for you:
The obvious, use 1.3 and fork, but that's a bad answer.
the better, but harder answer is that the utf-8 standin I'm using has to spell out every single codepoint manually, and i bet they missed the ones you are trying to use. I will open the repo to issues once I'm back in real civilization, and not on a mobile phone, and see if I can point you to the correct spot to test out fixing your specific code points.
Thanks for using the mod, Its hard to get this stuff right, and always nice knowing someone is using it
First, thanks for enjoying the mod! I figured someone would like it someday, haha. I personally don't have a good server of friends to use it with.
As for the request for mesecon_piston controlled - I'll look into it, I'm worried it'll be too intensive for the fire to check periodically and change what smoke is produced, but I might be forgetting a better method to pull it off.
Thanks again for the review on this obscure mod :)
To be fair, for someone who has no beliefs, someone else using their beliefs to form an opinion, is just an opinion.
So, complaining about someone giving you or anyone else a bad review because of their opinion.... seems a bit harsh.
That said, the language complaint is addressed with the tag, have to agree there, except I dont think that tag forces the game to be filtered when viewing games on the contentDB tab in minetest, so that might be something we should think about.
With your current momentum in general, no doubt this game will improve. I might toss in some help with optimizing those assets - they're pretty heavy to download and load.
Well, i've been working on a massive rewrite for this mod, using actual markdown parsers and a real parsering language (PEG). It's 96% done. Once that is done, I'll release, and move onto the real end-goal of this mod, which is to make a jekyll like documentation generator, whereby you give multiple files in a folder strucutre, and this mod would generate all the relative links in a clickable manner and autogenerate the callbacks for them as well. But, as for opening links to things NOT in formspec/markdown form, that'll be a no for now until that merge.
The idea is to have a single set of markdown files and image files, and you can use them both for the online documentation and the in-game documentation.
Well, the issue is, when I made this mod, we didn't have any tooling for making nodes that work that are larger than 3x3x3. Now that we have that ability autobox, I might be able to make something along those lines... Maybe a rocks2 is in order later. For now, I reccomend extending it yourself, as it's pretty easy to copy, paste, and add a few new textures.
Yeah out of scope, there is a formspec creator thing online for formspec v2, I think by luk3x
In game is 10 times harder, because I can't force you to reload all of the lua files your formspec generation code makes. I.e. you'd have to hot-swap all of your different formspec lua files, and my mod wouldn't know how to do that. Alternatively, I could override minetest.show_formspec(), and save off the past 5-7 formspecs shown to a given player. Then, you can request to see the previous X formspec, and bring up an edit box for it, and also re-render the new version. That might work, but you still later have to go back and change your original code.
Theres a few things engine side i want to get working before we make that kind of game, specifically
new client side physics functionality (for vehicles), and the ability to generate Lua based mapgen in parallel.
Once those are in, I see no reason why we cant make at least a drive and cops pursuit part of GTA. as for NPCs and stuff that would be a larger project than i would devote the time to.
Agreed, it was a bad compromise trying to support mobile players, I believe we can detect touch screen users, and specifically mobile users now, so I'll make that change here soon so that there are different control schemes, and a reasonable one selected by default. Thinking left click, right click; any click, aux/sneak click; click on, click release (for mobile); and the current controls (again for mobile or weird desktop users like myself)
You and me both - I got a grand total of 20 hours this jam and you can see I dropped the ball on total content sadly.
Dead on, write the words first myself, play a few times with those words, and then render the voice at the end. Takes a fair amount of time to do, can't simply toss all my text at them and expect even reasonable results haha.
All true - any suggestion for "lasers" name replacement? "heat field?"
Exactly the plan - along with semi-skippable cutscenes.
Nope, I am surprised ya'll liked it even in it's very bad state. That "game jam" tag is doing some majorly heavy lifting.
Expect this to be a lot better over the coming months, and then go into maintenance mode once the original story I had in mind is done.
Hey I played this one all the way to the end, got lucky and stole three pots and carried them along.
+1 There is a goal, follow the path a long way (set up by the first character)
+1 The pots do actually have different effects and I was always scared to try them after almost dying my first try. (speed pots rock)
Finally, they really restrict your viewing sight to 40. That made the fog affect absolutely awesome until you are in the last forest. Which I guess counts as line of sight cause it's the first time I even knew we had this neat feature.
I'll be honest, this game starts out so reasonable, then intoduces impressive mechanics in the puzzles, then gets downright evil and hard, and then evil and harder lol. The payoff is wonderful, but gosh darn it that was so tough.
Spoilers below: 🔗
+1 love the awards
+1 love what sounds you have, need ambience
+3 love the level designs, though a bit hard on the physical jumping, and that stupid jump toggle one like 5 from the end lol just after finishing antigravity....
BugsFeatures I found through my struggles:.
So how did I find the will to continue? Well I used fly and noclip to learn the damn tests and play through not once, but three total times from the start
I'm tired and gotta give you credit - that was fun and I got thoroughly invested.
Zero game jam theme, no sounds, kept the default inventory HUD lol.
But you know what? I had fun exploring and discovering there was more than just 2 dudes to talk to, that there was an actual end to the game, and there was a goal the entire time and I met that goal.
Do I recommend it enough to give an upvote and have other random players in the world find and explore for 5 minutes? No, sorry - but I personally enjoyed the little map :)
Thanks for the feedback! I'll definitely look to rework the starting level difficulties and layouts post jam.
kinda hard to judge difficulty when you have been working on the physics for a month haha.
As for the release of the attraction... yeah i made this game work for mobile and tablets too (try it, haha)
Otherwise i would do some sort of left, right click system.
Agree on all points:
The "circle" based camera movement right at the intro is implemented badly, but that's what I personally had time for haha. Will address post jam, make it smooth as butter.
As for the difficulty, yeah i think I'll have to remove the first left looking swing and the lava tutorial timing based swing as well, its just too hard. you should have seen what it was 7 days ago though, haha. this IS the easy version lol.
As for a whole game, yeah i planned another 7 or so actual missions, which i think would do the mechanic and "story" justice, the hard part will be keeping it balanced between too hard and too easy to make it fun.
Okay, addressed in most recent update - tested on Windows 11 with latest dev master and PUC lua 5.1.5
Sigh, of course there's more - I'll build a version with PUC lua here and get a guarunteed working build, will take a bit longer turnaroud
Sorry about that oversight. Yes I used 'goto' which is supported in PUC lua 5.2+ and LuaJIT only. You are using PUC lua 5.1.5, which is totally acceptable but doesn't support 'goto'. I have made a new release, you can update your client installation in place (use the update button in the UI), and should work no issue for PUC lua 5.1.x, let me know if you have further issues!
As an aside - you really should just luaJIT for building Luanti, you are missing out on a very different experience playing any game on Luanti without it - oftentimes games can run 3-5x faster. Just my two cents.
This mod adds blocks that look like water that produce particles.
So, you would place those waterfall blocks in the spots you want a waterfall to show up. its permanent as long as the block is there.
This game has potential and continues to improve.
As it sits, I can recommend it to a general audience because it's a cool exploration experience on its own, and will inspire some new ideas for new-comers.
If you are interested in this kind of game, you should reach out to what seems like a decently active game dev for a minetest game - they would probably appreicate the help.
This is not simple game; It will NOT immediately click.
But once it does - this is a really creative game that will leave you impressed.
Tip 🔗
This is game I do recommend looking up stuff about after struggling for a while, because even reading a step by step guide won't be able to get you an understanding. Only by playing will you appreciate this game, and that's the best kind of game!
This is Fun! 🔗
You will likely finish in one sitting, but:
Not many better ways to spend an evening playing a videogame.
For those curious: 🔗
It's a space-based 3d-puzzle-game where you move along one of the 3 axis (X,Y,Z) to slam into a block so you don't fly into space, trying to get from start to end of each puzzle.
Nobody has 10 friends laying around ready to play a game - glad you are hosting a server, but in the meantime - you might want to put effort into creating some AI for ghosts (and explorers, if possible), so its playable and enjoyable for less than like 5 people.
Just my two cents - otherwise I love the assets chosen and love the different theming behind the game idea.
yep - ABM based mapgen changing as you walk is a solid idea. But not a game - give the idea some more love and this could be a lot of fun. I - for one - would love to have aura's where I walk and change the world to sand or volcanic ash or whatever - but that sounds more like a mod. Any ideas for a game goal?
The base is there, but it'll need some more scripts for the various missions - I see where it's going, just ran out of time for the Game Jam - let us know if you need pointers on how to pull some of the missions off..
Cool - will edit once updated - feel free to ping me when the latest is here on CDB.
Puzzling! 🔗
You can solve this puzzle a ton of different ways. Explore each and every era carefully and methodically. Search those nooks and crannies! It will take patience.
Really solid level design, honestly. Great Jam Entry - and a good entry for Minetest generally.
Plot! 🔗
Yep, it adds and doesn't subtract.
Current Bugs! 🔗
It's been asked for before. I guess I could make an optional mapgen for certain games. Feel free to make the changes yourself and I'll merge them into the mod. Otherwise it'll be a while before I ever do so.
Awesome, will update when i have the chance. thanks!
cool, will take a look, or at least recommend the pack!
Sorry, Mineclone source is not compatible with the MIT and CC-BY-SA-4.0 license for the project.
Fair, its easy to improve, got any textures you'd like to propose as alternatives?
Thank you for adding another style to the game, always cool to see someone put the effort into reading the decently readable code, haha.
My only complaint is the invisible nodes that force me to walk down the center of the 3-wide hallways - but it's a minor complaint. Just glad to see more content for Labyrinth, thanks again!
Sorry about the mistake, thanks for the PR. Will likely just merge, gotta see what name you chose to rename first;)
There is a release pending, but CDB is slow for some reason. Can grab latest master from Github if you want it early:
https://github.com/ExeVirus/markdown2formspec2
Everything is set to verbose (off by default) except the case where you provide no text to process, that's going to stay a warning until someone convinces me otherwise.
Awesome, will test. thanks!
Interesting, I have never seen that error before from the bullet points. What minetest version are you two running? That might point me in the right direction for testing.
As for the zero width separators, they're kinda a must, because tabs don't exist in minetest, becausespace is ignored mostly.
absolutely, ll see if i can push out an update within the next 48 hours.
Hello Ronoaldo,
This is not too big of a surprise, as i had to end up using a utf-8 hodgepodge library to get everything working, as the PEG based real lua markdown parsing library is designed for lua5.2+, and the hodgepodges i put together expect full lua 5.1, which we dont support for security reasons, which led to this current mess, which means mediocre to trash utf-8 support, but great markdown support.
There are two solutions for you:
The obvious, use 1.3 and fork, but that's a bad answer.
the better, but harder answer is that the utf-8 standin I'm using has to spell out every single codepoint manually, and i bet they missed the ones you are trying to use. I will open the repo to issues once I'm back in real civilization, and not on a mobile phone, and see if I can point you to the correct spot to test out fixing your specific code points.
Thanks for using the mod, Its hard to get this stuff right, and always nice knowing someone is using it
First, thanks for enjoying the mod! I figured someone would like it someday, haha. I personally don't have a good server of friends to use it with.
As for the request for mesecon_piston controlled - I'll look into it, I'm worried it'll be too intensive for the fire to check periodically and change what smoke is produced, but I might be forgetting a better method to pull it off.
Thanks again for the review on this obscure mod :)
To be fair, for someone who has no beliefs, someone else using their beliefs to form an opinion, is just an opinion.
So, complaining about someone giving you or anyone else a bad review because of their opinion.... seems a bit harsh.
That said, the language complaint is addressed with the tag, have to agree there, except I dont think that tag forces the game to be filtered when viewing games on the contentDB tab in minetest, so that might be something we should think about.
With your current momentum in general, no doubt this game will improve. I might toss in some help with optimizing those assets - they're pretty heavy to download and load.
Fair, but that's a hypertext backend issue, not something I'll personally be taking-on.
Well, i've been working on a massive rewrite for this mod, using actual markdown parsers and a real parsering language (PEG). It's 96% done. Once that is done, I'll release, and move onto the real end-goal of this mod, which is to make a jekyll like documentation generator, whereby you give multiple files in a folder strucutre, and this mod would generate all the relative links in a clickable manner and autogenerate the callbacks for them as well. But, as for opening links to things NOT in formspec/markdown form, that'll be a no for now until that merge.
The idea is to have a single set of markdown files and image files, and you can use them both for the online documentation and the in-game documentation.
Yep, it's moss that appears in certain biomes, and is for decoration only.
Well, the issue is, when I made this mod, we didn't have any tooling for making nodes that work that are larger than 3x3x3. Now that we have that ability autobox, I might be able to make something along those lines... Maybe a rocks2 is in order later. For now, I reccomend extending it yourself, as it's pretty easy to copy, paste, and add a few new textures.
Thanks for the praise!
Technically, that could even be a CSM only mod, I suspect and work on servers...
Yeah out of scope, there is a formspec creator thing online for formspec v2, I think by luk3x
In game is 10 times harder, because I can't force you to reload all of the lua files your formspec generation code makes. I.e. you'd have to hot-swap all of your different formspec lua files, and my mod wouldn't know how to do that. Alternatively, I could override minetest.show_formspec(), and save off the past 5-7 formspecs shown to a given player. Then, you can request to see the previous X formspec, and bring up an edit box for it, and also re-render the new version. That might work, but you still later have to go back and change your original code.
Gotcha,
Theres a few things engine side i want to get working before we make that kind of game, specifically new client side physics functionality (for vehicles), and the ability to generate Lua based mapgen in parallel.
Once those are in, I see no reason why we cant make at least a drive and cops pursuit part of GTA. as for NPCs and stuff that would be a larger project than i would devote the time to.