Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

Comments on 'Delver'

A topic by Garry Francis created Mar 11, 2020 Views: 171 Replies: 15
Viewing posts 1 to 4
Submitted

I need a hint. How do you find the khopesh? In the meantime, here are my play testing comments so far.

----------
I played version 0.1.0.

This appears to be a small game, but it suffers from a number of technical issues, lack of hints, illogical puzzles, very small vocabulary and the need for lots of trial and error. I wasn't able to finish it and I'm not sure if it was because it's buggy or I just hadn't hit on the right read-the-author's-mind solution to a "puzzle". Anyway, here's some comments:

Consider adding a title screen. It doesn't have to be fancy.

As there is no title page and no title, the title is uncertain. It is 'Delver' on the itch.io page, but CREDITS says it's called 'The Pyramid'. Assuming the former is correct, you need to change the game_name in the game_information{} block.

Consider making some prettier credits. You can still see the system credits using *CREDITS.

You are allowed up to three sentences for an introduction. You should take advantage of this to give a short intro or back story and state the objective. You can put this in the on_startup{} block.

As you can't get the artifact bag, I was assuming this was where to store the treasures, until I found something else that hinted at a treasure room later. Why can't you get the artifact bag? It might be a red herring, but it should be possible to get it.

Make sure all sentences end with a full stop.

You should override the system HELP command, as this is longer than 6 words.

It doesn't understand SCORE and it's not shown in the status bar, so how do you get to see the score?

The number of turns in the status bar is not updated each turn, so you can type TURNS and the number of turns is different to what's shown in the status bar.

Every time you EXAMINE EXPLORER, you refind the journal. This is quite annoying if you have it in your inventory and it reappears in the room. Do a test using something like:

: match "examine explorer" {
   : if (is_present "dead_explorer") {
      : if (has_not_created "old_journal") {
         : create "old_journal";
         : print "Found journal.";
         : done;
      }
      : print "Nothing else.";
      : done;
   }
}

If you PRESS TILE at the pyramid entrance, the wall keeps opening. How many times can it open? This is a similar issue to above, except that you need to test whether the loose tile has been created.

When you GET BOOK/JOURNAL, it says "Taken.", then "Heiroglyph translator", then press_any_key. Surely, just the first message is enough. You get the second, but without the spelling error, when you examine it. "Heiroglyph" should be "Hieroglyph".

Some responses are surrounded by asterisks or double quotes when it doesn't make sense to do that, e.g. *Cannot read* and "Wall opens". This gets very annoying very quickly.

When you EXAMINE HIEROGLYPHS in the old room, you get two responses, one surrounded by double quotes, one surrounded by asterisks.

It doesn't support REWIND/UNDO. Use rewind_enabled = true in the game_settings{} block to enable this if you haven't done so already and recompile it with a later version of Adventuron.

It does not make sense for spikes to fall on you when you're outside the pyramid. Where did they come from? Sky hooks?

The falling of the spikes is completely illogical. It appears that you get spiked after four moves no matter where you are, unless you've picked up the correct object. There is no reason given for this illogical behaviour and no hints given regarding how to avoid the spikes. It's just systematic trial and error and restart over and over again.

If you EXAMINE STATUE after inserting one or more treasures, the relevant slots reappear. Same issue as old journal and loose tile.

If you EXAMINE ROOM at the statue chamber, the hieroglyphs are "stolen" from the old room. In fact, it looks like you can make them appear anywhere.  Same issue again.

If you READ ANYTHING (presumably after getting flail and crook), you get directions, but no starting point. There is only one room that you can follow the directions without running into a wall and that's the statue chamber, but if you follow the directions, nothing happens. Is this bugged or another read-the-author's-mind problem.

Sorry if this sounds negative, but I'm only trying to help.

The game has a certain logic and it is possible to avoid spikes (despite the rollback bug).
You have to read the journal in each room and it gives different informations. I had informations on W,S,S,N,E,E moves, but I didn't understand how to do it.

Host

What is the rollback bug?

I was in a room and every time I moved, I died. And if I went rollback, I would go back to the same room and die again and so on and so forth.

Host

I assume it's not instant death when you go back? That should be impossible. But it's possible to rollback to a state where death is still inevitable (depending on how the game was coded) 

Default rollback should give you one turn to rollback. If you need more, then you probably need to type UNDO, to go back a few more turns.

Also (for the author), you can code rollback so that it uses LAST_LOCATION rather than LAST_TURN as the default rollback point.

: lose_game rollback_plan="last_location";

I never use UNDO, and I hadn't thought about it, but it doesn't get me out of the situation. I don't die immediately after the rollback, indeed, but from the next action.

(1 edit)

I managed to reproduce something very weird with the rollback in this game.
After this one, the treasure item doesn't show up...

Host

That's a bug with a  older version of Adventuron. It was fixed over two weeks ago. It doesn't affect the gameplay, it just affects when loading from a savestate (doesn't render treasure objects in a list). If you type LOOK, the object will reappear. The object was never missing, just the print doesn't work properly on a rollback (fixed long ago).

They are using Adventuron Version 1.0.0 Beta 22.

Host

Other than the rollback treasure printing bug, it should still be working. The rollback bug is down to the "point of no return" lasting for several moves. That's a game design choice. 

I did reach out to the delver devs a while back for them to update, but they haven't updated in quite a while. Hopefully a fix will arrive soon.

Submitted

Hey TWIB Productions, I don't think it's possible to finish this game. You need to do some updates. PLEASE!

Here's some more comments:

When I go to the crook room or flail room and GET KHOPESH, it says "Already have", but I don't have it at all. It looks like the game is using "match "get _" rather than :match "get khopesh".

If you GET EXPLORER at old camp, it says "Not here.", but it is there.

If you GET CAMP at old camp, it says, "Not here.", but it is there. Ditto for lots of other things in room descriptions.

USE/READ/TRANSLATE work, even when you don't have the book with you. READ and TRANSLATE are synonyms, but USE isn't. The usage of these verbs is inconsistent.

If you get crook, drop it in the pharaoh's room and get it again, "Kachunk!", even though you haven't done the press tile sequence. If you drop the crook anywhere else and try to get it again, it says "Not here", but it is there!

If you drop the flail anywhere, you can't get it again. It says "Already have", but you don't have it.

Submitted (1 edit)

I went back to map this game and noticed something related to a pattern that I hadn't noticed before. That gave me an idea, which led to the elusive khopesh and from there I was able to finish the game. Woohoo! So I have now finished all 16 of the games remaining in the jam.

Great work Garry! (I have to say that, 'cause no one else will.)

But please, TWIB Productions, please fix all the bugs in your game. There were four of you working on this. Surely, at least one of you can read the forum and fix the issues raised here.

Host(+1)

Great work Garry!

(+1)

Great work Garry!

Submitted(+1)

Great work Garry!  I honestly thought this one was unwinnable.

Submitted

You guys crack me up. :-)