Sadly, my in game day is somehow set to never change, so I had to manually settime to midnight. Zero issues, but now I have to figure out how to make a blue pillar.... Ironically, I figured out how to "capture" a blue snake signal and reuse it to launch fireworks really fast, but not whatever mechanic is needed to trigger a sideways jump or color change...
This is the map makers first time, so they weren't exactly up tp the challenge of making a great map.
As for the music, thats a nice compliment, and honestly i spent only about an hour making that diddy in Reaper. My only question is do you consider reaper to be only for hobbyists, or were you just surprised that I use it?
that exact runaway is definitely in the plans post jam, this was definitely the lowest effort game this jam, and mostly meant as a slapstick joke to bring a name/satire (Grabd theft box) to life.
why exactly feature a game with basically no voxels in a voxel engine
Just trying to show what minetest is capable of, which is a lot more than people imagine it to be. This took me 20 hours, whereas godot would have take a decent bit longer to make.
punching things makes the game crash, time doesn't work and I think that it was used too much text to explain some basic concepts that could have been indirectly narrated
Yeah punching is a major bug I have to wait to post jam to fix, in what way is time not working for you? No one has complained about it not working properly yet. And yeah it's a little verbose, that's who I am haha. I will do my best to improve the bugs and narration post-jam for sure
Hey thanks for the kind words! You're right I didn't make this multiplayer yet; the plan is to allow for a co-op mode soon enough. Only one player would be in control of the level selection and both would be able to collect stars at the same time.
Fair points, there is no gameplay, but it's fun to let players explore first, looking for gameplay. Later on, this game will likely receive some love post-jam and have a sort of goal, but that was not the goal with GTB for this gamejam. This was a way to let jamiebearcub get their feet wet with making a game for minetest :)
As for the city backdrop, did you miss the music? not even a mention :'(
And absolutely, the physics are not "fitted to the environment", it's a mashed-up bike mod underneath. Though you can turn faster if you pop a wheelie with spacebar while driving.
Thank you for the kind review, wouldn't expect thumbs up in the current state anyways!
Without spoilers, lets try to give a decent review:
Great theme, you stick to your style and that helps tremendously with the presentation
The puzzles are very well set up. Got frustrated multiple times, and eventually suceeded. Defintely easier the second time you go at a level.
I love that I have to use my minetest knowledge for default dig distance and sneak to succeed when my spatial awareness fails me.
Without saves or a level selector, this is the perfect size of levels for this game. If you do go that route sometime, please keep the "streak" mechanic between levels/rooms. So we would make level "sets" for your game. Essentially gaunlets :)
Other details:
* It needs some music, feel free to reach out an I can spin up some for you if you want.
* Voice acting or microsoft sam might be appropriate for the text
* some sort of multiplayer where I drink for both, and they place blocks for both, or something similar might be really interesting
I'm confused by the question? It'll be uploaded to spotify and other stuff soonish (like within a week or two, pending moderation). The names will match their styles. The music is CC-BY-SA which can't be use for streaming services, but as the original creator I am able to also license them under a traditional commercial license. They're still freely available, but won't be through the services. Make sense?
Wow, thank you for the kind words! You are correct, I'm basically done with this game, maybe some minor speed improvements later, but yeah mostly done.
The recent update to 1.0 made the system for making your own maze types much easier, so if you want you can make a mod for labyrinth that adds your own maze types and music.
Hurm, I had not considered giving us a player entity+hand, though I see no harm in doing so, I'll put it on the todo list.
As for the huge textures, that would really surprise me if that was casuing your slow PC. Most of the slowness comes from the massive lua voxel manip required to load and unload the maps. However, this can easily be tested using a texture pack override for the textures in teh game. Just look over their names and put in some simple placeholders to see if that helps.
If you have good results from using say 16x16 textures, let me know and I'll make a texture pack that does specifically that for Labyrinth.
Glad you enjoyed it, I feel bad for being reviewed so highly on such a simple game, but it encourages me to make better ones ;)
No worries, I'm ExeVirus also on the discord, so I know my formspecs plenty well in terms of what is needed, after seeing your visuals.
I recently made a "game" for formspec editing here on CDB, wuzzy and afmc both found is useful for realtime feedback on formspec creation, so I'll be using that for getting this formspec right.
Proper 3rd person mode is not something I had considered, mostly because it feels like cheating to be able to look over walls in certain modes, though I can definitely look into it. Since this is a single player game, it should be quite easy to override look direction and position with a global-step, so we'll see if I can get the time to implement it :)
As for the UI, haha yeah it's mediocre, but I'm curious how you would improve it? Feel free to provide a paint.exe or equivalent mock-up, I'm open to ideas there.
It aint pretty but it is instant feedback, which ive been dying for for a while. And it doesn't go out of date like certain browser based formspec builders.
World edit is powerful and a great tool. There are extensions for it that can make it easier to use, but the core mod is wonderful. I cannot reccomend having it enough. It's an integral part of node-based games everywhere.
I do know of it, but I still have yet to try it out. I am not the biggest fan of really long, drawn out tech advancement. I just really appreciate techpack's automation systems and how it works with mesecon.
I have played minetest for about 3 years now, and truly appreicate how fun automation is with techpack. It's compact and doesn't kill server performance. Highly Recommended.
Hello Eris, Thank you for reaching out, Tenplus1 submitted the patch for my mod, I used on_construct instead of on_place and caused the crash. Should be fixed if you update. Thanks for the kind review!
Sadly, my in game day is somehow set to never change, so I had to manually settime to midnight. Zero issues, but now I have to figure out how to make a blue pillar.... Ironically, I figured out how to "capture" a blue snake signal and reuse it to launch fireworks really fast, but not whatever mechanic is needed to trigger a sideways jump or color change...
Yeah it's both. It's really good, and I'm pretty good with it. Helps that I had already collected a huge suite of VSTs in my lifetime
Also, please use threads for these kinds of questions and such. Reviews aren't really a place where you just downvote and say "help!"
All good points, and I like the pvp suggestion,
This is the map makers first time, so they weren't exactly up tp the challenge of making a great map.
As for the music, thats a nice compliment, and honestly i spent only about an hour making that diddy in Reaper. My only question is do you consider reaper to be only for hobbyists, or were you just surprised that I use it?
Hey great, ill update the review when im on a PC within a few days here. Sorry I couldnt give an immediate +1!
Good suggestions, definitely in the plans post jam:) thank you for the kind review!
that exact runaway is definitely in the plans post jam, this was definitely the lowest effort game this jam, and mostly meant as a slapstick joke to bring a name/satire (Grabd theft box) to life.
Thanks for reviewing!
Yeah the error message is annoying but until the engine is fixed there's literally no way around it.
As for the skip straight to next level, i think that should be pretty easy to pull off post-jam once im allowed to make new releases.
Thanks for playing!
Sadly animations besides what happens with the stars isnt really possible (sanely) with the minetest engine yet.
I do plan to add things like the falls (waterfalls) mod and dust particles, as those would add movement that engine can handle well.
And a character that didnt make it in time is the ants, they would be like periodic frogger style guards that you have to sneak around.
between those two key ideas, the bugs, and making an easy levek maker, I think thats plenty for a while :)
Alrighty, looks like this is getting post jam support just for you, any requests for gameplay?
Just trying to show what minetest is capable of, which is a lot more than people imagine it to be. This took me 20 hours, whereas godot would have take a decent bit longer to make.
Yeah punching is a major bug I have to wait to post jam to fix, in what way is time not working for you? No one has complained about it not working properly yet. And yeah it's a little verbose, that's who I am haha. I will do my best to improve the bugs and narration post-jam for sure
Hey thanks for the kind words! You're right I didn't make this multiplayer yet; the plan is to allow for a co-op mode soon enough. Only one player would be in control of the level selection and both would be able to collect stars at the same time.
Thanks for trying it out :)
Sounds like gameplay to me ;)
Fair points, there is no gameplay, but it's fun to let players explore first, looking for gameplay. Later on, this game will likely receive some love post-jam and have a sort of goal, but that was not the goal with GTB for this gamejam. This was a way to let jamiebearcub get their feet wet with making a game for minetest :)
As for the city backdrop, did you miss the music? not even a mention :'(
And absolutely, the physics are not "fitted to the environment", it's a mashed-up bike mod underneath. Though you can turn faster if you pop a wheelie with spacebar while driving.
Thank you for the kind review, wouldn't expect thumbs up in the current state anyways!
It's more than parkour, thank goodness!
It's got puzzles, and text, and..... oof only a few levels.
Hey good enough for me, now we have a game we can hopefully make specifcally parkour things for, thank you!
Suggestions on next moves:
Overall: Nothing amazing or out of left field here, but definitely gets the ball rolling!
It's a fun mechanic, being a balloon! And the artstyle is on point, and the game goal is good: high score, fly a balloon. Well done there.
But: that doesn't stop the game from being frustrating.
The coins and powerups are randomly placed, which is good, but makes comparing high scores useless in many respects.
I think it could be a great game with post-jam modifications if:
The mapgen is fixed up, and is the same between worlds, or at least repeatable
level(s) are designed to be pre-loaded so that I don't have to try flying over non-existent land (And this is not a bad computer, by any means)
The score formspec is made nicer, and instructions are given at startup
P.S. The birds are the best part:)
Could you go a bit into detail more? I appreciate the exthusiasm, but give some examples of the "sence" and what "every game should learn"
Without spoilers, lets try to give a decent review:
Other details: * It needs some music, feel free to reach out an I can spin up some for you if you want. * Voice acting or microsoft sam might be appropriate for the text * some sort of multiplayer where I drink for both, and they place blocks for both, or something similar might be really interesting
I'm confused by the question? It'll be uploaded to spotify and other stuff soonish (like within a week or two, pending moderation). The names will match their styles. The music is CC-BY-SA which can't be use for streaming services, but as the original creator I am able to also license them under a traditional commercial license. They're still freely available, but won't be through the services. Make sense?
Wow, thank you for the kind words! You are correct, I'm basically done with this game, maybe some minor speed improvements later, but yeah mostly done.
The recent update to 1.0 made the system for making your own maze types much easier, so if you want you can make a mod for labyrinth that adds your own maze types and music.
Thanks again!
Hey 1.0 is up, decided to leave the player and hand to modders if they wanted to enable that at on_join_player() (using minetest.after)
Fixed a lot of things, especially the formspecs, and made adding new styles and different maze generators a breeze, enjoy!
Don't worry, all thats coming within the week (documentation, code cleanup, much improved UI, etc).
But yes you'll be able to make new styles relatively easily once that version is up. I plan to call that 1.0.
Hurm, I had not considered giving us a player entity+hand, though I see no harm in doing so, I'll put it on the todo list.
As for the huge textures, that would really surprise me if that was casuing your slow PC. Most of the slowness comes from the massive lua voxel manip required to load and unload the maps. However, this can easily be tested using a texture pack override for the textures in teh game. Just look over their names and put in some simple placeholders to see if that helps.
If you have good results from using say 16x16 textures, let me know and I'll make a texture pack that does specifically that for Labyrinth.
Glad you enjoyed it, I feel bad for being reviewed so highly on such a simple game, but it encourages me to make better ones ;)
No worries, I'm ExeVirus also on the discord, so I know my formspecs plenty well in terms of what is needed, after seeing your visuals.
I recently made a "game" for formspec editing here on CDB, wuzzy and afmc both found is useful for realtime feedback on formspec creation, so I'll be using that for getting this formspec right.
Thanks again for the feedback, that was a lot:)
Thanks for the helpful review Mr. Ross,
Proper 3rd person mode is not something I had considered, mostly because it feels like cheating to be able to look over walls in certain modes, though I can definitely look into it. Since this is a single player game, it should be quite easy to override look direction and position with a global-step, so we'll see if I can get the time to implement it :)
As for the UI, haha yeah it's mediocre, but I'm curious how you would improve it? Feel free to provide a paint.exe or equivalent mock-up, I'm open to ideas there.
Glad someone else found it useful so fast!
It aint pretty but it is instant feedback, which ive been dying for for a while. And it doesn't go out of date like certain browser based formspec builders.
Thanks again for the kind review
World edit is powerful and a great tool. There are extensions for it that can make it easier to use, but the core mod is wonderful. I cannot reccomend having it enough. It's an integral part of node-based games everywhere.
I do know of it, but I still have yet to try it out. I am not the biggest fan of really long, drawn out tech advancement. I just really appreciate techpack's automation systems and how it works with mesecon.
Never had a problem with unified inventory and it has good support among other mods, such as terumet...
It's like a minigame in itself!
Homedecor is a simple, must have that is light on system resources. Enjoyed it for many years.
I have played minetest for about 3 years now, and truly appreicate how fun automation is with techpack. It's compact and doesn't kill server performance. Highly Recommended.
Hello Eris, Thank you for reaching out, Tenplus1 submitted the patch for my mod, I used on_construct instead of on_place and caused the crash. Should be fixed if you update. Thanks for the kind review!
Thank you so much! It's inspiration for me too, definitinely haven't used it to its full potential yet :)