Only issue so far that I haven't seen mentioned is that when the glass maze room spawns in the far north east corner it's very easy to jump out of the dungeon given the 4 high wall in the corner there. Other than that I am loving this map, though I did accidentally run the machine with my super clay shovel in my inventory :<
Great job on this map!
Edit: Seems like a few different rooms can cause the same problem. The clay/lava room allowed me to get out in that corner also
I think this idea is really great, the map is very well made as well. I just got a few suggestions for you if you're willing to continue working on it!
* Would love to see an actual infinite dungeon. Right now you gotta go back to spawn and flip the lever again for a 'new dungeon'. But if you could just keep exploring in any direction and have it generate around you, that would be amazing.
* Would like to see a normal play through of the map take some more time. It could be nice if you would make the blocks a bit more rare and increase the number of them so you have to do some more exploring. No too much though because if you go overboard you risk the problem of making the map a grind.
* If you do go with my first suggestion you might also find a way to increase difficulty as the player progresses further away from spawn. More dangerous rooms filled with traps, more puzzles, harder mobs and better gear. This would encourage players to explore around the dungeon and not just try to travel in a strait line.
* Epic lewtz. You can cash in extra blocks you don't need for money to eventually buy powerful armor. Or just make a separate currency based on kills or random treasure chests.
Anyway, I hope you keep working on the map either way. Its a fantastic idea.
Great map as usual, Jig. One of my nitpicks is kinda personal, but I hated the blindness beacons. They made it really hard in dark sections such as the caves, and made it impossible to plan a course from the watchtower if one spawned in near the center. Also, tone down the happy pills on the zombie pigmen, for christ's sake.
Great map as usual, Jig. One of my nitpicks is kinda personal, but I hated the blindness beacons. They made it really hard in dark sections such as the caves, and made it impossible to plan a course from the watchtower if one spawned in near the center. Also, tone down the happy pills on the zombie pigmen, for christ's sake.
It's strange, I get such mixed feedback. Half of the people want me to put a roof on it, and make it more claustophobic including making it night all the time and making it more difficult. Then on the other hand are people like you who hate the blindness beacons and think the mobs in use are too difficult.
I think it hits a pretty good balance if both groups of people think it should be more like the other one xD That said, I'm not fond of the blindness beacons but I know some people are because it makes it "scary". You might have just gotten unlucky if you got too many blindness beacons. I usually only get one or less per round. Either way this problem will likely be solved when I add more room types before the full release. So thanks for the feedback
Updated. Twice the number of rooms and each room now has variations on how it looks too! Even more randomness AND a secret ending... if you can find it.
Only issue so far that I haven't seen mentioned is that when the glass maze room spawns in the far north east corner it's very easy to jump out of the dungeon given the 4 high wall in the corner there. Other than that I am loving this map, though I did accidentally run the machine with my super clay shovel in my inventory :<
Great job on this map!
Edit: Seems like a few different rooms can cause the same problem. The clay/lava room allowed me to get out in that corner also
Sorry I forgot to thank you, I just fixed that bug with the latest update, thanks for pointing it out... Though now there might actually be a way to leave the map for realsies.
I think this idea is really great, the map is very well made as well. I just got a few suggestions for you if you're willing to continue working on it!
* Would love to see an actual infinite dungeon. Right now you gotta go back to spawn and flip the lever again for a 'new dungeon'. But if you could just keep exploring in any direction and have it generate around you, that would be amazing.
* Would like to see a normal play through of the map take some more time. It could be nice if you would make the blocks a bit more rare and increase the number of them so you have to do some more exploring. No too much though because if you go overboard you risk the problem of making the map a grind.
* If you do go with my first suggestion you might also find a way to increase difficulty as the player progresses further away from spawn. More dangerous rooms filled with traps, more puzzles, harder mobs and better gear. This would encourage players to explore around the dungeon and not just try to travel in a strait line.
* Epic lewtz. You can cash in extra blocks you don't need for money to eventually buy powerful armor. Or just make a separate currency based on kills or random treasure chests.
Anyway, I hope you keep working on the map either way. Its a fantastic idea.
To your points: having it spawn infinitely around you would be possible with a few modifications, however it would hamper the original goal of the map and make balance a bit of an issue. However I might just make a tech demo of it working, regardless of the performance overhead that something like that would cause.
Making the blocks more rare is a bit tough, since already it's possible for no altars to appear in a generation of the dungeon which is not ideal. I considered limiting the amount of altars to a constant value, but I think that defeats some of the randomness that the current system provides. I've already had a game take over an hour and a half to finish which is the upper limit that I would have liked. So instead, I added a new goal in the way of a "secret ending" which can extend the gameplay beyond the original goal if that's something you want to keep playing for.
There is already a way to get "epic lewtz" by trading in duplicate crystals that you don't want, in addition to a bunch of other epic pieces of gear with extra max health and stuff like that. Adding in a long term currency system would only work if I made the game longer or infinitley expandable, which I don't think either will be happening just yet. I do appreciate the comments though and I will consider making it infinitly expandable just for some fun
Sooo... anyone found any bugs in this newest version?
Awesome map ! Awesome adventure ! I noticed a bug when I finish the crystal monument. In the end it shows your name besides mine in the Death Counter. And whats up with the invisible blocks around some chests? I think it`s an unnecessary tease in my opinion. All other mechanics and secrets are awesome though
Awesome map ! Awesome adventure ! I noticed a bug when I finish the crystal monument. In the end it shows your name besides mine in the Death Counter. And whats up with the invisible blocks around some chests? I think it`s an unnecessary tease in my opinion. All other mechanics and secrets are awesome though
The invisible blocks around some chests are a tease, but they can be accessed without any tools. Also thanks for reporting that bug, I'll have to remove myself
spoiler alert!
to get to the chest, look at the fences above, the barrier blocks are all under those. In the case of the barrier blocks with the chest in the middle of the ice maze, well the ice on the ground is the correct path and can lead you right up to the chest.
Thanks to Abrightmoores frustration, I have found a pretty epic bug that can make strange generation and prevent you from completing the map. It has now been fixed in the latest version.
Hey great map. I also was wondering if you would allow people to make "rooms" , that you could possibly consider adding into the map, I'd love to go and make some rooms to add.
Hey great map. I also was wondering if you would allow people to make "rooms" , that you could possibly consider adding into the map, I'd love to go and make some rooms to add.
Hey. I was just wondering if you were accepting "submissions" for the map, like more rooms to add in. I'd really love to make some rooms for the map, you could even give me a theme or two to by. Anyways, thanks for reading!
Ooooh.. Is there a bug for that? Well either that or we were just impatient. But.. spoilers! KohdWing, Jason27, and I tried our hand at the map, and this is the beginning of our journey...
Hey great map. I also was wondering if you would allow people to make "rooms" , that you could possibly consider adding into the map, I'd love to go and make some rooms to add.
Hey. I was just wondering if you were accepting "submissions" for the map, like more rooms to add in. I'd really love to make some rooms for the map, you could even give me a theme or two to by. Anyways, thanks for reading!-Hpycmprs
The problem with adding more rooms with the way it is now, the more rooms you add, the less frequently the crystals spawn and it's already as rare as I want it to be. That said, the tech is very versitile and I do see a future where I would make another Infinity Dungeon, perhaps with another goal, and indeed take peoples submissions. There is obviously some demand for it
Great job on this map!
Edit: Seems like a few different rooms can cause the same problem. The clay/lava room allowed me to get out in that corner also
* Would love to see an actual infinite dungeon. Right now you gotta go back to spawn and flip the lever again for a 'new dungeon'. But if you could just keep exploring in any direction and have it generate around you, that would be amazing.
* Would like to see a normal play through of the map take some more time. It could be nice if you would make the blocks a bit more rare and increase the number of them so you have to do some more exploring. No too much though because if you go overboard you risk the problem of making the map a grind.
* If you do go with my first suggestion you might also find a way to increase difficulty as the player progresses further away from spawn. More dangerous rooms filled with traps, more puzzles, harder mobs and better gear. This would encourage players to explore around the dungeon and not just try to travel in a strait line.
* Epic lewtz. You can cash in extra blocks you don't need for money to eventually buy powerful armor. Or just make a separate currency based on kills or random treasure chests.
Anyway, I hope you keep working on the map either way. Its a fantastic idea.
Keep up the great work because I LOVED THIS MINI-GAME!
Thanks for the video, I'll check it out
It's strange, I get such mixed feedback. Half of the people want me to put a roof on it, and make it more claustophobic including making it night all the time and making it more difficult. Then on the other hand are people like you who hate the blindness beacons and think the mobs in use are too difficult.
I think it hits a pretty good balance if both groups of people think it should be more like the other one xD That said, I'm not fond of the blindness beacons but I know some people are because it makes it "scary". You might have just gotten unlucky if you got too many blindness beacons. I usually only get one or less per round. Either way this problem will likely be solved when I add more room types before the full release. So thanks for the feedback
Sorry I forgot to thank you, I just fixed that bug with the latest update, thanks for pointing it out... Though now there might actually be a way to leave the map for realsies.
To your points: having it spawn infinitely around you would be possible with a few modifications, however it would hamper the original goal of the map and make balance a bit of an issue. However I might just make a tech demo of it working, regardless of the performance overhead that something like that would cause.
Making the blocks more rare is a bit tough, since already it's possible for no altars to appear in a generation of the dungeon which is not ideal. I considered limiting the amount of altars to a constant value, but I think that defeats some of the randomness that the current system provides. I've already had a game take over an hour and a half to finish which is the upper limit that I would have liked. So instead, I added a new goal in the way of a "secret ending" which can extend the gameplay beyond the original goal if that's something you want to keep playing for.
There is already a way to get "epic lewtz" by trading in duplicate crystals that you don't want, in addition to a bunch of other epic pieces of gear with extra max health and stuff like that. Adding in a long term currency system would only work if I made the game longer or infinitley expandable, which I don't think either will be happening just yet. I do appreciate the comments though and I will consider making it infinitly expandable just for some fun
Awesome map ! Awesome adventure ! I noticed a bug when I finish the crystal monument. In the end it shows your name besides mine in the Death Counter. And whats up with the invisible blocks around some chests? I think it`s an unnecessary tease in my opinion. All other mechanics and secrets are awesome though
The invisible blocks around some chests are a tease, but they can be accessed without any tools. Also thanks for reporting that bug, I'll have to remove myself
spoiler alert!
You can do that now if you know how to
-Hpycmprs
Loved the LP so far
Hey. I was just wondering if you were accepting "submissions" for the map, like more rooms to add in. I'd really love to make some rooms for the map, you could even give me a theme or two to by. Anyways, thanks for reading! -Hpycmprs
The problem with adding more rooms with the way it is now, the more rooms you add, the less frequently the crystals spawn and it's already as rare as I want it to be. That said, the tech is very versitile and I do see a future where I would make another Infinity Dungeon, perhaps with another goal, and indeed take peoples submissions. There is obviously some demand for it
Not a bad idea, could even make it that in hard mode it resets the crystal count!
Bring It Back!