Well I strongly suggest you include a tutorial, as to someone without much experience in the medical field it can be confusing what to do in certain situations. I had to rely heavily on firsthand experience of what our bodies do in these situations, and information I've picked up from people randomly.
As to the name of the charactor I simply forgot it XD, you only see it once in a game if you do it correctly, twice if he dies.
The second I saw the screenshot I thought of the backrooms. This is definitely a liminal space, though it could afford a little more variety.
It does seem very similar to Piransei though, the whole rooms that change when you leave them etc.
I also had issues with stuff popping in where I could see them, or even inside me (which was kinda disorienting).
Most of my time was spent just wandering around, it get's confusing to have stuff pop-in and replace itself, for example a bottle of fireflies coming back when I had broken it.
The idea is pretty cool and I like that you went for making a mechanic that you found interesting instead of wasting your time on visual effects.
This is a very short game, consisting of quite literally just parkour. Talking to the NPCs just gives you a static monologue.
The intro is super cryptic and leaves you hanging. As well as the ending making you think the game crashed instead of you finishing.
If this took 4 hours to make as is suggested in the game, I think that's pretty accurate for the game quality and content.
I don't like to critique people too much for their games, especially when it's obvious that they are just starting out, but I do think people should know what they are getting into when downloading this game.
I was very confused at the start as there is literally no tutorial (found out now that there's some info in the contentdb description, doesn't help a whole lot though)
As to the game itself it is very basic, the media is somewhat painful to the eyes as it's solid colors. The end of the game is also really anticlimactic and makes no sense.
I also experienced an error while playing:
AsyncErr: Lua: Runtime error from mod 'brainbeam' in callback item_OnUse():
~/.minetest/games/brainbeam/mods/brainbeam/main.lua:417: attempt to index local 'pkobj' (a nil value)
stack traceback:
~/.minetest/games/brainbeam/mods/brainbeam/main.lua:417: in function <~/.minetest/games/brainbeam/mods/brainbeam/main.lua:415>
I saw the disclaimer in the description, so take this as suggestion not critique.
Most of my time playing was spent in digging up pieces of the facility. I was really confused how the lights and power system operated with the cables and pipes stripped.
Other than that I really liked the aesthetic of the facility (the textures in the gorge really undersell your game I think). I really liked the dragging and interaction, pulling the chair up so I could climb to the second level was absolutely genius level design.
I ended up hiding the scrollbar (technically not showing it rather) as it is uneeded for most users, honestly forgot luanti's limitations with mobile.
As to it being boring, sure I get that. It definitely isn't exciting.
Inherently requiring a game to have a plot in your scoring system is a significant oversight, I suggest you rethink that XD.
The theme was definitely only nominally followed, I personally didn't see any reason to make a game that every feature fit with the theme.
If you're looking for a few specific things here's a list of a few things that follow the theme.
Machines must be in the line of sight of eachother to receive power.
One of the things I like to do with themes is turn them around. Not totally contradict them of course, but make it interesting. Thus I created a low visibilty atmosphere.
A less serious example that has to do with the exploratory part of the game is the fact that you must find the ores before you can mine them.
For the cart system (which I was unable to do what I wished to with), you must lay the tracks in lin-of-sight with eachother, making a contigiuous path.
One of the synonyms a line is a progression, thus a linear progression game fits the theme just fine.
Either way I wasn't super excited about making a shooter game or smth, so I decided to go where my brain took me.
I was struck instantly with the animations, they were obviously not anything too crazy, but it unusual to see something of that sort in luanti.
I liked the parkour and room design, the levels were pretty interesting, though short. It seems the focus of this game are the visuals and the story, the visuals are very good, and the story intriguing though incomplete and maybe a bit cliche.
I had trouble completing the levels because it was exceptionally dark, which made it hard to see what I was supposed to be doing.
The game seems to be mostly just a redirection of last year (though I admire committing to the original project and seeing it throught to something).
I liked the mechanics of swapping charactors and the interaction, though I had the color crystal thingies glitch when I picked up the green and then the blue and then put the blue down. (it fixed itself when I entered the next room)
It did feel very sudden in the end, though that's maybe more suspense than anything else. I hope you make this game go further.
When I first started the game I soon found the little book that held the tutorial, while reading this the charactor I was supposed to be keeping alive (Erwin), died from mental issues. Not a good start. I soon found that it bans you when erwin dies which is kinda irritating as I had to make a new world. Once I did I immediately paid more attention to the HUD, which was not very easy to understand.
The tutorial is more of a general overview of the basic systems of the human body and what the hormones are, instead of how to use them. I would expect the contents to be part of a highschool presentation more than a game jam game (not saying it's bad, just that I expected a little more insight on how to play the game).
I ended up sticking with the game until the night literally set in-game and it was almost morning. During this time nothing super interesting happened, he got sick a few times and I put him to sleep, then he was fine. Everything happened so fast it was hard to reward running/playing with dopamine because they ended up going to sleep before it was done producing.
Generally the game play was literally doing nothing at all, I didn't touch the blood sugar once and it ended up with Erwin sleeping the entire day cycle pretty much (idk how I'm supposed to control his sleep schedule with just those hormones, I'm not gonna dump adrenaline into him lol).
The game is a pretty cool idea but it ended up being really boring and I didn't really do anything.
This game is pretty fun to play, the variety of elements to the puzzle make it a perfect game to playthrough if you're bored.
I did however have a few issues playing with it. The glass was really hard to see the edges of (that's an engine issue afaik, but it could've been adressed with putting a border on the glass or smth like that). I didn't even realize you could sprint until later on in the game, when I got stuck in a level that required it.
The buttons also had some issues that I can't quite place, but part of it was my machine lagged sometimes making me unable to make certain jumps.
Overall the game is pretty fun and the story is engaging.
The Mag-grav idea was really interesting and I had lots of fun launching all over and swinging around.
However I found it really hard to actually be able to click on the nodes and even lowered my fov from 110 to 60 in hopes to combat this.
The activation and disactivation of the ability was somewhat counterintuitive, though that may be just me.
Honestly I had a lot of fun, though I just got very frustrated several times. The last level I kept getting really close but I didn't quite hit the yellow particles ig.
The training level with all the lasers was really hard because I kept musjudging the size of the charactor, I would go through a space thinking I had plenty of room but in reality I didn't.
The storyline and charactors were funny and made me chuckle several times.
I like how regulus managed to make it seem like an entirely new place even though it was a similar base mapgen to The Library.
The biomes were very interesting and well designed, I liked to explore them looking for new plants to mess around with.
The potion brewing system is really cool and I had a lot of fun with it. However I was expecting different mixtures of flowers to do different things, instead of just different amounts of the same thing. I also wish there was some sort of recipe book somewhere (maybe there was and I missed it?) that explained some of the herbs, it was irritating to die while testing a potion to die and have to walk all the way back.
The story seems to end without any particular finish, and when walking back to the start and talking to the guy it's as if the end never happened.
The story is the perfect length for a gam jam submission and I wish regulus had more time to finish it.
The gameplay is super fun and intuitive (though it feels like I should be clicking to shoot the laser idk.), the dash and bouncing is really responsive and makes it into quite the movement game.
The controls are quick to learn and yet the tactics and techniques to play are still complex and require practice to become good at.
Unfortunately, you don't get a whole lot of time to play, you either get mauled by something behind you that you didn't see or you run out of time.
The game is fairly replayable, but tends to be pretty much the same gameplay, you even start in the exact same spot every time.
Unfortunately you get swamped by all the features up front and then that's it, there's no progression really beyond what you'd see by exploring in a few rounds.
The first thing you see is a big wall of text, though I appreciate the lore. The intro kinda leaves you hanging, it's basically 'Don't die, craft some beacons, careful of the monsters.'
For the first few minutes I was breaking about 10 wooden pickaxes to get stone. I eventually figured out that there's no such thing as a stone pick, though there are stone axes and shovels (prefectly reasonable from a logical pov, but also perfectly nonsensical from a progression pov.)
The Wombles (or whatever they're called, sorry I forgot lol) are exceptionally stupid - which is fine because that's what they're supposed to be apprently - except they can also fly, glitch up mountains at 10x their walking speed and generally do some really odd mob ai stuff.
Caves seem to just be a red herring as there's nothing in them (as far as I saw at least.) The mapgen is just V7 (which isn't a problem and I understand the reason behind it, but it would be interesting to have smth more.)
That's odd, I specifically call the engine fixlight in my code. Well, thanks, I don't know if I will be able to fix it but maybe postjam I will fix the lighting system.
It may also be because the mapgen is extremely slow or the mapgen finishes after the fixlight is done.
You don't need to read the guide, it's there as documentation of the features rather than a step by step manual to the game.
The in game guide isn't put in your face for that very reason, you get to decide whether you want to figure it out yourself or find out from the guide.
I don't understand your issue with it being to dark, I made it so that it literally cannot be dark (maybe you're gamma is low? The min light level is 5).
As to spawning underground, that's an issue with my spawning approach, if it takes too long to load then it won't spawn you in the correct place.
You're right to it being a mining game, not sure that's a problem. Defiinitely wish I could have gotten more features out though.
The mapgen is very slow and it's one of the biggest issues I have, but idk how to fix it.
Knowing what other players are holding is an essential polish to a multiplayer server. Both because it cuts down on the unneccesary confusion with what items you have. But also so that you can be ready when your teamate decides he doesn't like you anymore.
This mod really helps servers feel more polished, and makes them much more playable.
The ability to turn different modes on and off is key with this mod. It increases your workflow considerably.
Being a relatively new mod there are a few bugs to be worked out, but none that particularly subtract from the experience, most of them being edge cases that you are reletively unlikely to run into.
Overall, fairly polished and easy to use. Very helpful for mapmaking and visualizing things.
This mod is the quickest way to sketch out a scene and bring it into your favorite 3D software.
It's powerful yet simple, I've used this mod a few times and it requires very little setup or cleanup on either end.
Would recommend for any animators/thumbnail artists, etc. out there. Also very helpful for visualizing things, because you can create the space, export it and then open it up in a software where you can move things around and add things easier.
I've used this mod for years and have been constantly surpised how well it fits into my workflow. I've been able to save hours of my time, including during the 2024 Game Jam during mapmaking.
Absolutely essential to server builders, mapmakers, and the like.
Once you get the hang of the minor limitations it's very fast to use, one minor flaw is it's steep learning curve, as every command and argument has to be learned individually. Thankfully a fully filled out parameters field is available for about all of the commands. I would suggest using several other World Edit mods with this one for maximum efficiency, but it is very usable as a standalone tool.
This is one of the best looking, best compatability inventory mods out there, I've used it for years and highly recommend it to users looking for ease of use, not only for modding, but also for playing.
The layout is very ergonomic and easy to customize. The aesthetic is pleasing and easy to understand. The api is moddable and modular making it one of the easier inventory mods to work with.
you may have missed it, but I said before that I believe it's an error with compatability. Either that or I overlooked a functionality of a certain method I used that wasn't made backwards compatible.
I'm sad you didn't have the patience to solve it, I had intended to implement some sort of map of sorts, but I didn't have the time. As for the breathing sounds people have contradictory opinions. It was added originally in the start of game dev to add some atmoshpere, because there weren't any other sounds.
There are a few hints in the ship that you may have missed that give you a little more backstory, for example, the paper pad that says Institute for Orbital Space Research Laboratories, is a direct clue to why you are in the spaceship if you care to extrapolate, basically you are part of the crew on the space research laboratory station. The whole thing about the other crewmates was in the back of my head the whole time while making the game but I never got around to getting a reasonable explanation in order.
I've seen this error in playtesting on a really obscure version of playtesting and thought I fixed it, I'm guessing there's smth I didn't notice about the compatibility. The second warning about wielded light is normal and I didn't have the time to dive down the rabbit hole of how to modify a submodule and have it work on contentdb.
This is very helpful, you've successfully just about reinforced every point I could of thought of about my game that is bad, very thorough. And while I did test the parkour to make sure you would not fall mid jump because of the pop up, I do admit that putting my stoyline in a formspec was a really bad idea. As for the skipping the side-paths, the game was designed for speedrunning. I admit that I somewhat implemented it badly, but maybe the understanding of the design purpose helps.
Thanks, most people like to give their criticism white hot from the oven and I appreciate you taking the time to be a little nicer about it. (not to offend the other people who left reviews)
And yes, I feel like you hit the nail right on the head, more interaction and more time would have made the game much better. At this point I've learned a little about how much each part of the game making proccess takes (normall you don't think about it).
In the first point about going from point A to B I can think of quite a few games that do this sort of thing, but I get where you are coming from. There isn't anything interesting in between the points A and B, I think that's probably what sets the issue apart from other games.
I already am aware of the issues with the ending, it's a problem with either luanti or my knowledge of how to use it. I realize that was a big killer for my game and really wish I could've figureed it out before the end of the jam, but I was pretty much cooked by then end, so I couldn't push myself to keep trying to figure it out when I had already spent a day on it.
ow... but helpful I guess. Thanks for the feedback, and I will try to take it as constructive and not take it personally. Maybe after Christmas break I will revist it and fix some things. I'm afraid the fact I captured the tone of earlier game jams is the fact that that's all I had to go off of. Now to be fair, I wrote the stoyline in about a week, and spent my time mostly in little details or the underlying programming structure. For example I spent like five days making models in blender which was fun but wasted a bit of time. The quest system being simple is probably a biproduct of me trying to make it easy to follow, as the quests themselves were entirly logical, the story side of it was left somewhat lacking. The breathing was implemented to add suspensful and yet somewhat calming ambience reminding you that you are alone. I actually found during development of the game that the breathing sounds sometimes caused slower breathing, sometimes I would notice that I actually was barely breathing at all. Generally the sound design there was supposed to be slightly odd, and to remind you that something was wrong. As for the sense of danger this is absolutely correct, I am actually kinda mad at myself for this one, I implemented several techniques to subvert the calming behaviour of the mood, but in the end, it still really hard to feel scared besides the storyline, which is leaking clues everywhere that you will probably die soon.
Wuzzy's style shows through every facet of this puzzling game, which makes it all the more fun.
Creepy, intense and realaxing all at the same time. The perfect puzzle to keep you up at night...
Thanks, yeah I adjusted the sounds to how I had my volume set at the time, so it can be a bit annoying. The Breathing sounds is an ephemeral sound which makes it sounds generally louder than other sounds, like footsteps.
This game is a lot of fun, featuring customizable loadouts and waves of monsters. The movement and mechanics are crazy, I never thought I'd see something this adanced in Luanti!
Extremely satisfying, the controls are a bit slow. But once you get the hang of it, it's very fun.
Love the sound design as well, really adds to the atmosphere.
Well thanks for revising your score, I'm not sure I totally agree with your score system but that's how a community vote system works :)
Well I strongly suggest you include a tutorial, as to someone without much experience in the medical field it can be confusing what to do in certain situations. I had to rely heavily on firsthand experience of what our bodies do in these situations, and information I've picked up from people randomly.
As to the name of the charactor I simply forgot it XD, you only see it once in a game if you do it correctly, twice if he dies.
The second I saw the screenshot I thought of the backrooms. This is definitely a liminal space, though it could afford a little more variety.
It does seem very similar to Piransei though, the whole rooms that change when you leave them etc. I also had issues with stuff popping in where I could see them, or even inside me (which was kinda disorienting). Most of my time was spent just wandering around, it get's confusing to have stuff pop-in and replace itself, for example a bottle of fireflies coming back when I had broken it.
The idea is pretty cool and I like that you went for making a mechanic that you found interesting instead of wasting your time on visual effects.
Lighting works for me though it's a bit glitchy (I assume you used wielded light)
This is a very short game, consisting of quite literally just parkour. Talking to the NPCs just gives you a static monologue. The intro is super cryptic and leaves you hanging. As well as the ending making you think the game crashed instead of you finishing.
If this took 4 hours to make as is suggested in the game, I think that's pretty accurate for the game quality and content.
I don't like to critique people too much for their games, especially when it's obvious that they are just starting out, but I do think people should know what they are getting into when downloading this game.
I was very confused at the start as there is literally no tutorial (found out now that there's some info in the contentdb description, doesn't help a whole lot though)
As to the game itself it is very basic, the media is somewhat painful to the eyes as it's solid colors. The end of the game is also really anticlimactic and makes no sense.
I also experienced an error while playing:
I saw the disclaimer in the description, so take this as suggestion not critique.
Most of my time playing was spent in digging up pieces of the facility. I was really confused how the lights and power system operated with the cables and pipes stripped.
Other than that I really liked the aesthetic of the facility (the textures in the gorge really undersell your game I think). I really liked the dragging and interaction, pulling the chair up so I could climb to the second level was absolutely genius level design.
I hope you manage to make this into a real game!
I ended up hiding the scrollbar (technically not showing it rather) as it is uneeded for most users, honestly forgot luanti's limitations with mobile.
As to it being boring, sure I get that. It definitely isn't exciting. Inherently requiring a game to have a plot in your scoring system is a significant oversight, I suggest you rethink that XD.
The theme was definitely only nominally followed, I personally didn't see any reason to make a game that every feature fit with the theme. If you're looking for a few specific things here's a list of a few things that follow the theme.
Either way I wasn't super excited about making a shooter game or smth, so I decided to go where my brain took me.
I was struck instantly with the animations, they were obviously not anything too crazy, but it unusual to see something of that sort in luanti. I liked the parkour and room design, the levels were pretty interesting, though short. It seems the focus of this game are the visuals and the story, the visuals are very good, and the story intriguing though incomplete and maybe a bit cliche.
I had trouble completing the levels because it was exceptionally dark, which made it hard to see what I was supposed to be doing. The game seems to be mostly just a redirection of last year (though I admire committing to the original project and seeing it throught to something).
I liked the mechanics of swapping charactors and the interaction, though I had the color crystal thingies glitch when I picked up the green and then the blue and then put the blue down. (it fixed itself when I entered the next room)
It did feel very sudden in the end, though that's maybe more suspense than anything else. I hope you make this game go further.
Oh alright, didn't know there was a setting, well maybe that will help people see what is going on.
When I first started the game I soon found the little book that held the tutorial, while reading this the charactor I was supposed to be keeping alive (Erwin), died from mental issues. Not a good start. I soon found that it bans you when erwin dies which is kinda irritating as I had to make a new world. Once I did I immediately paid more attention to the HUD, which was not very easy to understand.
The tutorial is more of a general overview of the basic systems of the human body and what the hormones are, instead of how to use them. I would expect the contents to be part of a highschool presentation more than a game jam game (not saying it's bad, just that I expected a little more insight on how to play the game).
I ended up sticking with the game until the night literally set in-game and it was almost morning. During this time nothing super interesting happened, he got sick a few times and I put him to sleep, then he was fine. Everything happened so fast it was hard to reward running/playing with dopamine because they ended up going to sleep before it was done producing.
Generally the game play was literally doing nothing at all, I didn't touch the blood sugar once and it ended up with Erwin sleeping the entire day cycle pretty much (idk how I'm supposed to control his sleep schedule with just those hormones, I'm not gonna dump adrenaline into him lol).
The game is a pretty cool idea but it ended up being really boring and I didn't really do anything.
Pardon my long winded-ness
Oh I see, that makes sense. Yeah I never even thought about mobile users XD.
But you're right about the difficulty, I heard somewhere that whenever the dev thinks it's perfect it's way too hard.
I'm sure if you don't care about having the two platforms work different you could make the rightclick/leftclick idea a setting.
This game is pretty fun to play, the variety of elements to the puzzle make it a perfect game to playthrough if you're bored.
I did however have a few issues playing with it. The glass was really hard to see the edges of (that's an engine issue afaik, but it could've been adressed with putting a border on the glass or smth like that). I didn't even realize you could sprint until later on in the game, when I got stuck in a level that required it.
The buttons also had some issues that I can't quite place, but part of it was my machine lagged sometimes making me unable to make certain jumps.
Overall the game is pretty fun and the story is engaging.
The Mag-grav idea was really interesting and I had lots of fun launching all over and swinging around.
However I found it really hard to actually be able to click on the nodes and even lowered my fov from 110 to 60 in hopes to combat this. The activation and disactivation of the ability was somewhat counterintuitive, though that may be just me.
Honestly I had a lot of fun, though I just got very frustrated several times. The last level I kept getting really close but I didn't quite hit the yellow particles ig. The training level with all the lasers was really hard because I kept musjudging the size of the charactor, I would go through a space thinking I had plenty of room but in reality I didn't.
Don't play if you get ragebaited by hard games.
The storyline and charactors were funny and made me chuckle several times. I like how regulus managed to make it seem like an entirely new place even though it was a similar base mapgen to The Library. The biomes were very interesting and well designed, I liked to explore them looking for new plants to mess around with.
The potion brewing system is really cool and I had a lot of fun with it. However I was expecting different mixtures of flowers to do different things, instead of just different amounts of the same thing. I also wish there was some sort of recipe book somewhere (maybe there was and I missed it?) that explained some of the herbs, it was irritating to die while testing a potion to die and have to walk all the way back.
The story seems to end without any particular finish, and when walking back to the start and talking to the guy it's as if the end never happened. The story is the perfect length for a gam jam submission and I wish regulus had more time to finish it.
The gameplay is super fun and intuitive (though it feels like I should be clicking to shoot the laser idk.), the dash and bouncing is really responsive and makes it into quite the movement game.
The controls are quick to learn and yet the tactics and techniques to play are still complex and require practice to become good at. Unfortunately, you don't get a whole lot of time to play, you either get mauled by something behind you that you didn't see or you run out of time. The game is fairly replayable, but tends to be pretty much the same gameplay, you even start in the exact same spot every time.
Unfortunately you get swamped by all the features up front and then that's it, there's no progression really beyond what you'd see by exploring in a few rounds.
The first thing you see is a big wall of text, though I appreciate the lore. The intro kinda leaves you hanging, it's basically 'Don't die, craft some beacons, careful of the monsters.'
For the first few minutes I was breaking about 10 wooden pickaxes to get stone. I eventually figured out that there's no such thing as a stone pick, though there are stone axes and shovels (prefectly reasonable from a logical pov, but also perfectly nonsensical from a progression pov.)
The Wombles (or whatever they're called, sorry I forgot lol) are exceptionally stupid - which is fine because that's what they're supposed to be apprently - except they can also fly, glitch up mountains at 10x their walking speed and generally do some really odd mob ai stuff.
Caves seem to just be a red herring as there's nothing in them (as far as I saw at least.) The mapgen is just V7 (which isn't a problem and I understand the reason behind it, but it would be interesting to have smth more.)
That's odd, I specifically call the engine fixlight in my code. Well, thanks, I don't know if I will be able to fix it but maybe postjam I will fix the lighting system.
It may also be because the mapgen is extremely slow or the mapgen finishes after the fixlight is done.
You don't need to read the guide, it's there as documentation of the features rather than a step by step manual to the game.
The in game guide isn't put in your face for that very reason, you get to decide whether you want to figure it out yourself or find out from the guide.
I don't understand your issue with it being to dark, I made it so that it literally cannot be dark (maybe you're gamma is low? The min light level is 5).
As to spawning underground, that's an issue with my spawning approach, if it takes too long to load then it won't spawn you in the correct place.
You're right to it being a mining game, not sure that's a problem. Defiinitely wish I could have gotten more features out though. The mapgen is very slow and it's one of the biggest issues I have, but idk how to fix it.
Knowing what other players are holding is an essential polish to a multiplayer server. Both because it cuts down on the unneccesary confusion with what items you have. But also so that you can be ready when your teamate decides he doesn't like you anymore.
This mod really helps servers feel more polished, and makes them much more playable.
The ability to turn different modes on and off is key with this mod. It increases your workflow considerably.
Being a relatively new mod there are a few bugs to be worked out, but none that particularly subtract from the experience, most of them being edge cases that you are reletively unlikely to run into.
Overall, fairly polished and easy to use. Very helpful for mapmaking and visualizing things.
This mod is the quickest way to sketch out a scene and bring it into your favorite 3D software. It's powerful yet simple, I've used this mod a few times and it requires very little setup or cleanup on either end.
Would recommend for any animators/thumbnail artists, etc. out there. Also very helpful for visualizing things, because you can create the space, export it and then open it up in a software where you can move things around and add things easier.
I've used this mod for years and have been constantly surpised how well it fits into my workflow. I've been able to save hours of my time, including during the 2024 Game Jam during mapmaking.
Absolutely essential to server builders, mapmakers, and the like.
Once you get the hang of the minor limitations it's very fast to use, one minor flaw is it's steep learning curve, as every command and argument has to be learned individually. Thankfully a fully filled out parameters field is available for about all of the commands. I would suggest using several other World Edit mods with this one for maximum efficiency, but it is very usable as a standalone tool.
This is one of the best looking, best compatability inventory mods out there, I've used it for years and highly recommend it to users looking for ease of use, not only for modding, but also for playing.
The layout is very ergonomic and easy to customize. The aesthetic is pleasing and easy to understand. The api is moddable and modular making it one of the easier inventory mods to work with.
you may have missed it, but I said before that I believe it's an error with compatability. Either that or I overlooked a functionality of a certain method I used that wasn't made backwards compatible.
as I said before I can't just modify the submodule as far as I know, because of the way contentdb does it.
I'm sad you didn't have the patience to solve it, I had intended to implement some sort of map of sorts, but I didn't have the time. As for the breathing sounds people have contradictory opinions. It was added originally in the start of game dev to add some atmoshpere, because there weren't any other sounds.
There are a few hints in the ship that you may have missed that give you a little more backstory, for example, the paper pad that says Institute for Orbital Space Research Laboratories, is a direct clue to why you are in the spaceship if you care to extrapolate, basically you are part of the crew on the space research laboratory station. The whole thing about the other crewmates was in the back of my head the whole time while making the game but I never got around to getting a reasonable explanation in order.
I've seen this error in playtesting on a really obscure version of playtesting and thought I fixed it, I'm guessing there's smth I didn't notice about the compatibility. The second warning about wielded light is normal and I didn't have the time to dive down the rabbit hole of how to modify a submodule and have it work on contentdb.
This is very helpful, you've successfully just about reinforced every point I could of thought of about my game that is bad, very thorough. And while I did test the parkour to make sure you would not fall mid jump because of the pop up, I do admit that putting my stoyline in a formspec was a really bad idea. As for the skipping the side-paths, the game was designed for speedrunning. I admit that I somewhat implemented it badly, but maybe the understanding of the design purpose helps.
Thanks, most people like to give their criticism white hot from the oven and I appreciate you taking the time to be a little nicer about it. (not to offend the other people who left reviews)
And yes, I feel like you hit the nail right on the head, more interaction and more time would have made the game much better. At this point I've learned a little about how much each part of the game making proccess takes (normall you don't think about it).
In the first point about going from point A to B I can think of quite a few games that do this sort of thing, but I get where you are coming from. There isn't anything interesting in between the points A and B, I think that's probably what sets the issue apart from other games.
I already am aware of the issues with the ending, it's a problem with either luanti or my knowledge of how to use it. I realize that was a big killer for my game and really wish I could've figureed it out before the end of the jam, but I was pretty much cooked by then end, so I couldn't push myself to keep trying to figure it out when I had already spent a day on it.
ow... but helpful I guess. Thanks for the feedback, and I will try to take it as constructive and not take it personally. Maybe after Christmas break I will revist it and fix some things. I'm afraid the fact I captured the tone of earlier game jams is the fact that that's all I had to go off of. Now to be fair, I wrote the stoyline in about a week, and spent my time mostly in little details or the underlying programming structure. For example I spent like five days making models in blender which was fun but wasted a bit of time. The quest system being simple is probably a biproduct of me trying to make it easy to follow, as the quests themselves were entirly logical, the story side of it was left somewhat lacking. The breathing was implemented to add suspensful and yet somewhat calming ambience reminding you that you are alone. I actually found during development of the game that the breathing sounds sometimes caused slower breathing, sometimes I would notice that I actually was barely breathing at all. Generally the sound design there was supposed to be slightly odd, and to remind you that something was wrong. As for the sense of danger this is absolutely correct, I am actually kinda mad at myself for this one, I implemented several techniques to subvert the calming behaviour of the mood, but in the end, it still really hard to feel scared besides the storyline, which is leaking clues everywhere that you will probably die soon.
Wuzzy's style shows through every facet of this puzzling game, which makes it all the more fun. Creepy, intense and realaxing all at the same time. The perfect puzzle to keep you up at night...
Thanks, yeah I adjusted the sounds to how I had my volume set at the time, so it can be a bit annoying. The Breathing sounds is an ephemeral sound which makes it sounds generally louder than other sounds, like footsteps.
This game is a fun little puzzle. But be careful, you are gambling your life. Btw turn on damage for a little extra fun...
This game is a lot of fun, featuring customizable loadouts and waves of monsters. The movement and mechanics are crazy, I never thought I'd see something this adanced in Luanti!
Extremely satisfying, the controls are a bit slow. But once you get the hang of it, it's very fun. Love the sound design as well, really adds to the atmosphere.
The null.png behind the buildings in the buildings tab you talked about on stream didn't end up getting romoved.