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!
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..
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.
Plot!
Yep, it adds and doesn't subtract.
Current Bugs!
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.
I had a good laugh at this one, for the record. Perhaps you can try to make your joke strike though or something? and then give a real review if you have time.
To everyone else, I did not pay or know this reviewer! (At least I don't know that I know this reviewer)
Thank you for the kind and thoughtful review!
As for the rest of it, let's dive in:
The spawning and falling to your death part is something I have only experienced once in 100's of level loads. It is due to minetest missing packets I believe due to CPU load. Specifically the one that sets your gravity to zero. Which, obviously is very important.....I think I will have to end up sending a "move player back to start" packet multiple times, and make the floor invisible or something in general underneath each level.
Yeah the plant layouts are due to me centering badly on blender. Coincidentally that messed with later boxing of those objects, so now both are wrong together. I don't think it's worth going back and fixing the dandelion one, but I can for the flower pot, as that's an important object to fix up. The issue with fixing it, is that now these "classic" levels will need their own specific flower pot, not the end of the world, but it's a tad messy.
Polish and more flowers/animals/events! I totally agree here, and in fact plan to make future levels and iterations of this game NOT be so punishing in the collision box regard. The idea is that the challenge will come from more puzzle-like aspects than parkour. Think: "okay I have to wait for this ant to go by, after smacking that dandelion, so that the petals are flying by so that the next ant can't see me" kinds of things.
As for the formspec being blank, no one has had that particular problem yet?? Are you using Minetest 5.4.1 for this? 5.5? an older version?
Well, I see you devoted little time to playing, but let's address the concerns:
This is a challenging game as it currently stands, all levels are beatable, and you must be creative in your climbing. To see someone succesfully play through every level, refer to here: https://www.youtube.com/watch?v=7oV0-OhzAV0 (sorry for making it so hard, that was due to time constraints, future iterations with different levels will actually be easier/more general fun.
You are harsh about the screenshots thing, considering I start you off with basic training, which takes maybe 8 minutes, including reading time to get to the 5th level, which is a good starter level for seeing the beauty in the game. The screenshots are from in-game, except the first, which is just a laying of every single mesh in the game in one screenshot, pretty straightforward. What's more, you even got to those later levels to know it looks like the screenshots, just like everyone else that has attempted this game.
As for the constant grasslands thing: You can tell from all three that you are fenced in, so why would the outside grassland matter? All that would do is slow down the load times of the levels, and burn electricity.
I really do agree that this is frustratingly difficult, and plan to address that post-jam. Thanks for reviewing!
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.
As designed, its not possible.
But it wouldn't be too hard to implement. it would be a race to see who gets out first. and then you have to decide who gets to choose the levels.
Fair review, this (GTB) was meant to be a joke, however maybe someday the creator or myself will actually turn it into a game.
I had a good laugh at this one, for the record. Perhaps you can try to make your joke strike though or something? and then give a real review if you have time.
!Gracias para el revisión! Yo puedo arreglar este juego antes de fin de enero, pero mi vida esta ocupada...
it means allow others to make levels and mods for youe game easily. they should be able to use simple functions to register a level they have made.
To everyone else, I did not pay or know this reviewer! (At least I don't know that I know this reviewer)
Thank you for the kind and thoughtful review!
As for the rest of it, let's dive in:
The spawning and falling to your death part is something I have only experienced once in 100's of level loads. It is due to minetest missing packets I believe due to CPU load. Specifically the one that sets your gravity to zero. Which, obviously is very important.....I think I will have to end up sending a "move player back to start" packet multiple times, and make the floor invisible or something in general underneath each level.
Yeah the plant layouts are due to me centering badly on blender. Coincidentally that messed with later boxing of those objects, so now both are wrong together. I don't think it's worth going back and fixing the dandelion one, but I can for the flower pot, as that's an important object to fix up. The issue with fixing it, is that now these "classic" levels will need their own specific flower pot, not the end of the world, but it's a tad messy.
Polish and more flowers/animals/events! I totally agree here, and in fact plan to make future levels and iterations of this game NOT be so punishing in the collision box regard. The idea is that the challenge will come from more puzzle-like aspects than parkour. Think: "okay I have to wait for this ant to go by, after smacking that dandelion, so that the petals are flying by so that the next ant can't see me" kinds of things.
As for the formspec being blank, no one has had that particular problem yet?? Are you using Minetest 5.4.1 for this? 5.5? an older version?
Well, I see you devoted little time to playing, but let's address the concerns:
This is a challenging game as it currently stands, all levels are beatable, and you must be creative in your climbing. To see someone succesfully play through every level, refer to here: https://www.youtube.com/watch?v=7oV0-OhzAV0 (sorry for making it so hard, that was due to time constraints, future iterations with different levels will actually be easier/more general fun.
You are harsh about the screenshots thing, considering I start you off with basic training, which takes maybe 8 minutes, including reading time to get to the 5th level, which is a good starter level for seeing the beauty in the game. The screenshots are from in-game, except the first, which is just a laying of every single mesh in the game in one screenshot, pretty straightforward. What's more, you even got to those later levels to know it looks like the screenshots, just like everyone else that has attempted this game.
As for the constant grasslands thing: You can tell from all three that you are fenced in, so why would the outside grassland matter? All that would do is slow down the load times of the levels, and burn electricity.
I really do agree that this is frustratingly difficult, and plan to address that post-jam. Thanks for reviewing!
Nope, in this case, it's a compliment, as this was a joke submission for fun. Thanks for reviewing!