lightseer wrote:I am still stuck in the Master Series. There is a puzzle that requires a lot of fancy jumping. I go back and work on it from time to time, but I may never succeed. I don't know.
sofar wrote:lightseer wrote:I am still stuck in the Master Series. There is a puzzle that requires a lot of fancy jumping. I go back and work on it from time to time, but I may never succeed. I don't know.
I'm somewhat conflicted about giving people a "by" and let them past certain levels, but I doubt I'll ever change it.
I regularly get complaints from players that they can't reach content because they're "stuck" somewhere, often even in the tutorial. I spent a lot of time tuning the tutorial so that it is _not_ too difficult but does require some minimal skill, like being able to jump 2+ nodes and do a little bit of timing. Especially tutorial 4 and 8 contain these elements.
If I look at the data, it's entirely clear that the *jumps* in tutorial parts 4 and 8 are NOT preventing lots of players from completing the tutorial. As a matter of fact, almost everyone who finishes part #7 also finishes part #8. So the moving platforms with the added timing difficulty almost makes no difference in the amount of players that drop out, even though part #8 can be very frustrating if you fall down several times, as the maze underneath is confusing even with the arrows.
I really can't sell myself that lowering the difficulty or giving players a "pass this level" card once in a while is a good way to make the game more enjoyable. The amount of drop-outs that would happen if such a mechanism would exist is largely a lot larger than what we have right now. If you doubt me, check reviews of games that were nerfed in difficulty.
The server was designed with a certain atmosphere and difficulty from the start, and not as something that would evolve over time into something completely different. Had that been the case, we'd probably have to spend a lot more time to figure out what attracts players, keeps them coming back, etc.. As it stands, I spent a lot of time *in advance* thinking and designing the game around those concepts, and then sticking to it.
This will only make you enjoy the moment when you *do* get past that difficult level .. so much more. And future players will be able to enjoy it exactly as you did, including frustration and emerging victoriously after trying forever.
rubenwardy wrote:I found Tutorial pt 6 very difficult, as the behaviour of buttons isn't predictable. It doesn't just toggle, or put all pistons to one state. Not sure how to solve this
rubenwardy wrote:Singleplayer Release
I'd like to see this released as a singleplayer game which downloads boxes and series using the HTTP API.
Doing this would allow players to play the game offline. Using a HTTP API rather than including the boxes with the game means that you avoid fragmentation of work effort - all the created boxes can be uploaded to one central location, reviewed, then made available for everyone.
I imagine this would be quite a lot of work, however. You'd also need to rewrite any mods that require sqlite or wire into your server.
I can see this being included as a default game if this is achieved. This game is something that shows that Minetest is more versatile than just a MC ripoff engine.
In any case, simply releasing the source code would allow us to promote the game on the website
rubenwardy wrote:Misc Criticisms
Overall I love the amount of polish and work that has gone into this.
- The consoles are distracting in that they stand out. When I first saw one, I expected it to be part of the puzzle in some way. You should hide them in any boxes which don't use them for an actual purpose. If they can be used as part of the puzzle, they should be introduced in the tutorial properly. If they are just for textual help, you should introduce that when you first open it - ie: add a dialog
- I found Tutorial pt 6 very difficult, as the behaviour of buttons isn't predictable. It doesn't just toggle, or put all pistons to one state. Not sure how to solve this
- I suggest creating a white marble theme for the GUI, to match the game more
- I like the path to the nexus, it's pretty cool. Well done.
v-rob wrote:*Sigh* Another person who hasn't read many comments about the release of the source code. 100 boxes is how many need to be accepted before the source code will be released.
lightseer wrote:I am still stuck in the Master Series. There is a puzzle that requires a lot of fancy jumping. I go back and work on it from time to time, but I may never succeed. I don't know.
Christian_Soldier wrote:Can u give me the world file and the changes in the coding so i can try a few things?(more mods, breakable blocks, etc.)
Christian_Soldier wrote:I found a secret pedestal in a mini-biome! It is in the forest mini-biome North-west of the lobby. It has a sign on it, but I can't get close enough to read it. Leaves and trees are blocking my way.
sofar wrote:Christian_Soldier wrote:I found a secret pedestal in a mini-biome! It is in the forest mini-biome North-west of the lobby. It has a sign on it, but I can't get close enough to read it. Leaves and trees are blocking my way.
There is a way to get to the center. It's another puzzle.
sofar wrote:Christian_Soldier wrote:Can u give me the world file and the changes in the coding so i can try a few things?(more mods, breakable blocks, etc.)
the code will be made available soon enough, just hang on until I announce it. meanwhile, you can share your ideas and we can consider them. You can also file a tracker issue on github (check for `feedback` on the server website).
sofar wrote:Christian_Soldier wrote:I found a secret pedestal in a mini-biome! It is in the forest mini-biome North-west of the lobby. It has a sign on it, but I can't get close enough to read it. Leaves and trees are blocking my way.
There is a way to get to the center. It's another puzzle.
v-rob wrote:I was wondering what the sign was for. Last time I checked, it was empty.
I was wondering what the sign was for. Last time I checked, it was empty.
Kroukuk wrote:I'm wondering if there is a nexus for this pedestal :D
Christian_Soldier wrote:v-rob wrote:I was wondering what the sign was for. Last time I checked, it was empty.
You can only see what a sign says when you are close to it.
v-rob wrote:Christian_Soldier wrote:v-rob wrote:I was wondering what the sign was for. Last time I checked, it was empty.
You can only see what a sign says when you are close to it.
I did get close to it. There's nothing on it. I've also scoured the nexus for a nexus block, but I can't find one.
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