Post 'em in here in as much detail (images helpful!) as humanly/reasonably possible.
TumbleSeed is a deceptively deep roguelike about balancing a seed up a dangerous and ever-changing mountain. · By
Thanks for the report!
I started playing again before I saw this, but I saw it again, this time with two Claymores. It was inside a crystal room, yes. Here's that output log: http://pastebin.com/zp4hKY4B
I'm having the same issue in current playthru.
output log: http://pastebin.com/Sw9hcEab
In the main menu (where you can press up to view the leaderboards or down to view options), pressing left or right on the controller appears to try to navigate up/down, but immediately navigates back. In other words, it seems like it's responding to any amount of "up" or "down" input, which is too sensitive and results in jittery movement when pressing left or right. I'm using an Xbox One controller.
Sometimes quitting to menu during a run and then starting a new one makes the seed get stuck at fixed x position and jitter back and forth, kinda like when something's stuck between overlapping colliders. Then there's a copy of the seed helicopter sprite at the seed x and the camp boundary Y. If you move through the boundary (seems to be no collision when this is happening) then things go back to normal.
Sidenote: having a great time so far!
Hi! I am not sure if this is a feature I have not figured out or a bug - but at two times, holes have appeared right where I am rolling. The first time a hole suddenly appeared right next to me (In the place I just had been). Second time a huge hole appeared where I was hanging out, killing me. Did not spot any animations or indications for a hole to appear there. I think this was..once in the 3rd area and once in the 2nd area.
My theory is that this hole creation where the player rolls is in fact a feature- but I didn't spot any feedback or warnings for it and it felt like a bug so I figured I'd tell! :)
haha yep! it's a "feature". Not the best messaged feature/gameplay in the game but it's a sinkhole and when you roll over that part of the ground, it appears and starts to fade in so you gotta get outta there before the hole fully appears and you fall in. We'll add some sounds and better animation for this eventually, but yea, that's what it is for now. They become much more prevalent as you go up the mountain so good to know about for sure. :)
A few things I noticed tonight. On the death recap screen, the background behind the gems count is too small:
This might be by design, but I found that gems on the ground in the post-forest camp are kinda hard to see:
After going into a button challenge room, starting the challenge, then leaving the room before the timer expires, the challenge UI (timer and gem count) remained on the upper right corner of the play area until I quit the game.
Vert Laser Seed has a planting cost of 0 crystals? Is that by design? If so, there's a small grammatical error, as it says "Costs 0 crystal to plant".
Good catches on the details!
This might be by design, but I found that gems on the ground in the post-forest camp are kinda hard to see:
Yeah, this isn't super intentional and will probably change. Camps still have a lot of artwork yet to happen (eventually they'll all look very different and have visuals tied to the biome you just came from)
Vert Laser Seed has a planting cost of 0 crystals? Is that by design? If so, there's a small grammatical error, as it says "Costs 0 crystal to plant".
It's intentionally 0 crystals -- it was previously a bow-and-arrow instead of a laser which made it a pretty weak weapon so we changed its cost to 0 to make it more enticing. I think it's definitely strong now as a laser, so we may change it back to costing 1, but either way we need to account for suits being free so that's a UI change we'll have to make. Thanks!
After hitting the spring into the second camp, my seed was inside the camp but the balance stick was stuck below the camp. I took a screenshot, but accidentally overwrote it, so you get an mspaint recreation of the events:
I couldn't move the stick up, but could move it down. After moving it down far enough my seed fell down, and I could resume moving up again. Unfortunately, as you can see in the screenshot, the spring was already sprung, so I was stuck.
I just ran into this one, as well. I don't know if it has anything to do with it, since I haven't repeated this yet, but I was carrying the blue bubble for the teleporter, going into Region 3. (I see that's the same place Jamie ran into this?)
Also, I was almost able to get out of it, since I was able to lower the balance stick, but not raise it. Once it got so far down that the town wasn't visible anymore, the seed dropped down and I was able to resume using the stick as normal. The spring was sprung, though, so I couldn't progress up into the town...
Having a ton of fun! Some bugs and thoughts.
Love the game! It is really really good.
A few bugs I discovered while playing, starting with the most major one:
and a couple of harmless visual bugs I can't seem to recreate:
Was using a PS4 controller on macOS Sierra, and while it is capable of switching between keyboard and controller on the fly as inputs are detected, if the PS4 controller is ever unplugged and plugged back in, no more inputs will be detected on it until the game is fully turned off and on again. Not sure if this happens on other machines/controllers
Yikes, thank you for figuring this one out! That's brutal! Will definitely look into this. Appreciate you reporting all these :)
Haven't fully diagnosed this but I think there are some issues with the music system, occasionally there will just be silence (in an actual biome, not the camps) and then the next music starts up when you reach another biome.
Also I had one of those black dashing/spinning guys end up in a camp once. Seems like the "dash" function doesn't check for the walls properly? (side note: maybe a glossary of all the enemies' names w/ pictures would help us communicate better on here?)
So had a hang. Not sure exactly what happened, I had just teleported up on a new run. I got hurt somehow on the right most part of the orange teleport bubble trail? I don't remember seeing any enemy there. The trail started being displayed and it hung in the middle where there is the gap for like 5-10 seconds. Then it started animating again for a second until it got to the left most part where it hung for good and did not clear after maybe 2 minutes. The music/sfx was not affected.
Ah! Poked around this morning and saw there is a log file that luckily I didn't clear. Relevant parts:
(Filename: /Users/benedictfritz/games/TumbleSeed/Assets/Scripts/VerticalWorld/VerticalWorldState.cs Line: 534) Warning, trying to get spawn data for a biome that doesn't have any: PostJungleCamp UnityEngine.DebugLogHandler:Internal_Log(LogType, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:LogWarning(Object, Object) WorldSpawner:GetBiomeSpawnData(Biome) (at /Users/benedictfritz/games/TumbleSeed/Assets/Scripts/NewSpawning/WorldSpawner.cs:788) VerticalWorldState:CurrentContentParent() (at /Users/benedictfritz/games/TumbleSeed/Assets/Scripts/VerticalWorld/VerticalWorldState.cs:534) AuraManager:DropCurrentAura() (at /Users/benedictfritz/games/TumbleSeed/Assets/Scripts/Auras/AuraManager.cs:161) AuraManager:PickUpAuraOfType(AuraType) (at /Users/benedictfritz/games/TumbleSeed/Assets/Scripts/Auras/AuraManager.cs:85) AuraPickup:PickUp() (at /Users/benedictfritz/games/TumbleSeed/Assets/Scripts/Auras/AuraPickup.cs:41) Pickup:OnTriggerEnter2D(Collider2D) (at /Users/benedictfritz/games/TumbleSeed/Assets/Scripts/Pickups/Pickup.cs:16) (Filename: /Users/benedictfritz/games/TumbleSeed/Assets/Scripts/NewSpawning/WorldSpawner.cs Line: 788) NullReferenceException: Object reference not set to an instance of an object at VerticalWorldState.CurrentContentParent () [0x0002b] in /Users/benedictfritz/games/TumbleSeed/Assets/Scripts/VerticalWorld/VerticalWorldState.cs:534 at AuraManager.DropCurrentAura () [0x0005c] in /Users/benedictfritz/games/TumbleSeed/Assets/Scripts/Auras/AuraManager.cs:161 at AuraManager.PickUpAuraOfType (AuraType auraType) [0x00011] in /Users/benedictfritz/games/TumbleSeed/Assets/Scripts/Auras/AuraManager.cs:85 at AuraPickup.PickUp () [0x00000] in /Users/benedictfritz/games/TumbleSeed/Assets/Scripts/Auras/AuraPickup.cs:41 at Pickup.OnTriggerEnter2D (UnityEngine.Collider2D other) [0x00030] in /Users/benedictfritz/games/TumbleSeed/Assets/Scripts/Pickups/Pickup.cs:16
Those 2 error were repeated many many times. Sending full log in email.
I have a hunch on this. Right now teleport orbs aren't being cleared properly when you restart the game, so it looks like it's looking for some object in the world that belonged to the *previous* world in which the orphaned teleport orb belonged. Will dig into the log in the e-mail. Any bugs that cause crashes are super high priority so thank you!!
Not sure if it helps, but I had an orange teleport bubble with me and had just started a run having just teleported up to that camp. There were certainly other orphaned orange bubbles strewn about though. Not sure how I got hurt there, I guess if it had to do with dangling references or something all bets are off.
Quitting the game during a "You fell into a hole, now watch your progress reset"-cutscene causes the red screenflash when starting a new game and causes some unexpected behavior.
Just repro'd this. Great catch!! That's a nasty one. Won't get the fix into this next build coming hopefully today, but will definitely look into it for the next one!
I had a spring plot spawn in such a way that it would catapult you into a wall. Granted, one could steer away from the wall while flying up but then one would quickly find oneself above a nearby hole.
This is sort of intentional that the placement of certain plants affects their usefulness and your decision on whether to use it or not. Does it feel unfair?
Weird.
On the new Alpha build that dropped really recently.
I got to past the first area and went onto the jumppad. But my vine didn't follow and my sticks would only register down and not up. My little seed was shaking furiously as I couldn't help but move further and further away from him. Eventually, my seed dropped down to the previous level (where my vine was stuck, and I regained the ability to go upwards once the seed landed on my vine again.
Was carrying the blue teleporter thing up to the blue area. Was also doing the "finish the forest in under two minutes" quest. When I finished the quest, the blue teleporter indicator was gone. When I got to the blue area, nothing happened.
Timed quest seemed to cause the game to forget I was carrying the blue dev-art circle. :P
I was the Gardener Seed and planted next to a Crystal Room entrance. The entrance was filled with a plot. "Whatevs" I say to myself just before I plant on it, resulting in me re-entering the Crystal Room since it was still being treated as a door, by the game...I also seem to have lost the crystals that spawned from said plant, but that's beside the point.
I ran into the "balance beam not responding to up input after entering the town" bug, and I was able to repeat it.
Both times I was flush against the white wall above the launch pad. I'm guessing that whatever bit of code that is preventing the beam from raising while hitting a ceiling is still in effect after hitting the pad.
Here are some notes from my first two sessions. I haven't made it super far in the game yet, as I'm still getting used to the control scheme, so if any of my suggestions/criticisms/bugs are misguided, let me know. Everything is marked with game versions because I played yesterday with 0.45 and today with 0.5. I'll be up front and say that I didn't read though all of the bugs in the thread, so if there are repeats, sorry about that!
General Notes
Interface
Gameplay
Audio
Seed Specific
How in the world does a seed roll over water?
Hahaha "it floats" is our internal logic. Hopefully we'll have some sort of bobbing effect so that makes more sense
I picked up a seed from a crate that showed up after hitting three purple buttons. When I picked up this seed (homing seed, doubt that matters), it was automatically equipped but I had to open up the seed menu to find out what kind of seed it was. It would be nice if there were an alert on the screen that said "Homing Seed" or something like that so I knew what I picked up without having to go check.
Good idea! Seeds from crates are pretty rare so I always forget that's a place where seeds appear, so good catch!
The default seed seems like it should be the crystal seed rather than the checkpoint seed, seeing as it's the only one (that I've seen) that doesn't cost any crystals to plant and using the checkpoint on the first few plots is pretty much worthless, even for a super beginner player. In fact, any of the seeds other than the checkpoint seed seem to be more useful at the very beginning.
Yeah, this is something I struggle with. To us, the checkpoint seed sort of *is* the character of the TumbleSeed. So it's sort of that in his default state TS plants checkpoints. Haven't talked about this much with other people on the dev team, but it's something I've been mulling over personally.
Thank you for such detailed and precise notes, it is truly appreciated!! A lot of things you noted are already on our to-do, but it's always good to hear those issues again as they bump them to the top of our minds. Specifically with world generation stuff David just wrote some code the last couple weeks that should make world generation way way faster, we just have to integrate it. Again -- great notes, thanks!!
Yeah, this is something I struggle with. To us, the checkpoint seed sort of *is* the character of the TumbleSeed. So it's sort of that in his default state TS plants checkpoints. Haven't talked about this much with other people on the dev team, but it's something I've been mulling over personally.
Yeah, I can totally understand that commitment to the character. Its actually a very interesting conversation to be having and I'd like to hear what other people have to say as well. I think a big argument for changing the default is to appease the nature of roguelikes. By making the default seed the checkpoint seed you're establishing a meta where the beginning of every run begins exactly the same: the player has to switch to a different seed than the one equipped. That sort of goes against the idea of varied gameplay, in a way.
Related: Have you considered starting the player with more crystals so that the approach to the beginning of the first biome, as far as plots go, has more potential for variance?
Related: Have you considered starting the player with more crystals so that the approach to the beginning of the first biome, as far as plots go, has more potential for variance?
Hopefully forcing players to mine and kill enemies for more crystals and how they go about that is in and of itself an interesting initial strategy decision with some variance. Do you start off with the crystal seed and get more crystals and avoid enemies? Are there some crystals lying around so you can jump-start your economy by picking them up, getting some thorns, and kill some big enemies for crystals? Do you use the prevalence and ease of access of plots in the first biome to instead plant as many hearts as possible so you can get a head start on health and worry about economy later?
All this to say that my hypothesis is that adding to the initial crystal count would remove decisions -- whether or not you want to get more crystals, and how you want to go about getting them -- rather than adding decisions.
The beginning of the game is not always the most exciting, and we've spent a lot of time worrying about making it as interesting as possible without making players feel like the optimal strategy is to restart until they get a nice initial spawn/randomness (i.e. the more strong variance we add, the more immediately restarting until you get good initial variance is rewarded).
This latest build from today actually attempts to address that a bit by making killing large enemies worth a lot more crystals. My early play has now shifted to trying to get as many thorns as possible and not only kill enemies, but avoid killing low health enemies which is its own challenge. So, things are still changing and we are definitely open to ideas on this problem!
Sorry this was rambling!!
Had a couple people over playing last night and they liked it a lot.
Not sure if this was mentioned somewhere, but we found if you quit on purpose to restart a run, you keep thorns and other items like that from the last run. We also had the seed spawn at the location of the quit rather than the beginning although that didn't happen when I tried it again with 0.5 just now but the thorns did. We could move the bar up to meet it past the gate as well if that help diagnose.
The spike sound effect plays even if it is off screen which can be confusing. It also plays on the title screen if you quit out of a game while they are in sound range.
Also big thing, we wanted an SFX and especially music volume badly
Glad you had a good time with your friends! Stories like that always make my day haha
Not sure if this was mentioned somewhere, but we found if you quit on purpose to restart a run, you keep thorns and other items like that from the last run.
Sorry yeah that's in our bug tracker -- didn't get around to it for this week. This makes the missing "restart" button especially egregious -- sincere apologies!
Also big thing, we wanted an SFX and especially music volume badly
I know David was just mentioning in Slack that he's dying to get those in too so we feel your pain.
This small quality-of-life stuff is a killer, I know. They keep getting pushed back as we try to figure out the last design pieces in the game so we can really focus in on finishing/polishing. I appreciate you reporting them, definitely motivates me!
A few bugs from 0.5a:
Had the seeds in a seed cave appear "on top" of the crystals [pictured below]. Then, when I took one, the other didn't disappear.
Some of the enemies don't appear to draw in quite the correct order when they're on nearly the same location vertically. Also, it seems weird that the vertical maggots don't have the same ridges as the horizontal maggots:
Saw forest shadows on a quest speech bubble:
In the tutorial, it seems like it might be a good idea to avoid putting the weather vane in front of the very first plot:
Well, that was interesting.
I just got insta-killed by a vertical-moving grub. I think it's because it was moving up and I was up against a log (as in, underneath the log). Maybe, since I wasn't able to pop up into flight, it just hit me for all my 3 hearts in the same instant. That's my best guess.....This happened pretty much in the first screen.
http://i.imgur.com/SjD6spI.jpg I picked up a Bomb aura in town, and this happened upon the meter filling up for the first time. I haven't left the town yet, so I don't know what happens next. (It'll be an adventure! :D)
Alright, two things happened:
1. I slipped into a shop and the graphics glitch followed me, exactly as it appeared in the picture. As in, it didn't refresh or start over, but remained exactly as it looked in town. Difference was that a bomb started charging and exploded. I guess the bombs are prevented from spawning in town, but the shop isn't considered "in town" by the aura.
2. When I left the town, things started behaving as expected.
I would recommend not having the countdown start until you have left town. Don't want to be planting a bomb just as you enter a new region.
* By ragequitting when falling down a hole, the playerspeed is lowered until the game is restarted.https://www.youtube.com/watch?v=bp7o4ngHGK4&feature=youtu.be
* This may not be a bug but 100% of my friends are confused about the hitboxes when seeing the tutorial area - since your ingame friends have no hitbox but looks like they would - they think the game overall has inconsistent hitboxes. It obviously gets better once you're in play but I've gotten less good first impressions from it. Might be worth considering tweaking :)
* Oh here's a small one - a questgiver called me Mr. which might not roll with people who dosen't identify as dudes :) It's the reaction to the "get 15 gems" quest
I'm pretty sure it's related to the system that handles turning thomps off when you reach a camp, because I can get them to disappear by getting really close to the jump seed to camp, and then cause them to reappear if I back away from the jump seed. It just also happens sometimes in the middle of a level, and I'm not sure why.
I figured out what this is. If you select digseed while over a planted plot, and then return to the seed select screen immediately, it thinks you had a slightly different seed selected when you enter the seed selection menu (that is not digseed), so it plants it while the seed selection screen is up. Regardless of what you selected, it has already planted a different seed. I think that seed is in a particular slot (maybe the one right before or right after digseed? I'm not sure), because it's consistent across a run (on one run it was always cloak, on an other it was always vert laser, etc)
- In camps on a couple plays I have encountered enemies. Encountered both a fly and one of those vertical moving things that shoots horizontally.
Most noticeable art things (Most things seem pretty shippable visually, but these are the things that I notice):
-The orb that you carry up the mountain is exactly the same color as one of the mountain strips, so I took damage and it dropped and blended into the ground. Also the crystal seed blends into camp 2 super easily.
-The totally flat colored orb icon when you're carrying an orb.
-The various recharging bars. If they just had rounded edges and maybe a simple trim I think that'd be more than enough for me.
-The gopher like creatures in zone one that just sit there feel a touch out of style from everything else. Not bad, just a bit too much like animals, whereas everything else feels pretty cohesive.
-
I've played over 4 hours, and I've grown to really enjoy it as an escape, even though I still hit hard gameplay walls. Gotten halfway through the desert.
awesome! thanks randy :) we'll look into the camps more closely for sure.
yea all the auras are temp as is the other stuff you mentioned, actually working on auras right now haha. they'll sorta look like this: https://cl.ly/101s2o2n3a1S with the gem attached to the vine and a familiar that is attracted to that gem. like little spirit friends that follow and help you.
Some 0.6 bugs:
Oh, goodness, I really don't think that's how it should work.
I think that seed selection in the seed rooms should only be set once you leave the room.
1. Enter a seed room
2. Pick a seed
3. Enter test room
4. Try out seed
5. Leave test room
6. Grab other seed, first seed grabbed returns to its pedestal.
7. Repeat until you leave. When you leave, that's the seed you picked, the other seed disappears if you return to the room.
That makes it all way more discoverable without having to explain how it works. If you enter the room and just try and grab both seeds, it's self evident you can't (because one seed returns when you grab the 2nd) and the "pick and seed and then test it out" is super intuitive.
That feels like adding an unnecessary step, though.
If you make it so that you can only pick one seed, and if you pick up the other, the first returns to its spot, you succeed in capturing all the functionality you want, but with one less layer of abstraction.
Especially since the videos of "how does this work" appear over top of the seed. Going near the need you want to test to see what it does, but not touching it, feels super unintuitive.
Oh, I get it. There's just a bunch of foliage that I don't expect should stop the cannon shot and does.
You could either make the foliage's hitbox less punitive for projectiles.
Also, I would consider a "cannon shot hit something and dissipates" animation, because it just disappearing looks wrong/confusing.
I hit the spring to go into the next biome from the forest, but apparently I somehow also fell into a hole at the same time, so once I was in the camp for the rainforest it did the whole falling animation and took away several hearts, and then I was somehow in the camp with no seed? Very strange. Hard to replicate because you need a spring to spawn very close to/inside a hole. Easiest way to fix this is probably to just make it so exit springs can't be too close to holes.
oooh wait I have an idea of what it could be. Did you possible have a good amount of momentum going to hit that spring from the right moving left? Technically the way we do springing you may have fallen in that hole on the left of the spring there (long story short the springing seed and the seed on the vine are separate gameobjects internally and there may be some messed up state)
I think you might be right, I was just able to replicate it by hitting a spring with a lot of speed when there was a hole on the other side. The level indicator on the vine went right over the hole. Of course I forgot to capture video before I opened up the game with the intention of replicating a bug! Maybe later.
I fell into a crystal room at the same instant the ***** **** smashed me, so while the camera went down to the underworld my TumbleSeed was nowhere to be seen. When I pressed A i saw the bottom of the seed switch screen, as if the seed was somewhere above what was visible. I couldn't move the vine at all. Kind of a weird one.
Found another bug with this. Itch doesn't seem to have spoiler tags so: click here
Playing 0.7
- There was a totem thing chasing me and got stuck on a house. http://steamcommunity.com/sharedfiles/filedetails/?id=888589713
- This seems like a bug: I had a quad laser planted and there was a big spider that was triggering it in mid-jump. Seems like it should only trigger when it's on the ground.
Was it against a wall? Or was it behind something? They shouldn't be behind something, but yeah there's still a chance they sort of just barely stick out of a wall and due to the wall assets look like you shouldn't be able to fall in them. I have a fix in mind, hopefully that's the case you encountered
If you die in the Snow biome and watch yourself putter down the mountain (without pressing A) the snow effect follows you all the way down and is still there when you start the next round.
Typo in this line of dialogue (should say "The librarians call this" or "the librarian calls this"):
At one point a bunch of the quest dialogues would overflow off my (1080p) screen. Not sure if that's still the case because there's been 2 new builds since I finished all the quests.
thanks mike, yea those overflows should be fixed in the new builds, i did a pass over them a bit ago. do let us know if you see any though. we will do a final pass over all the dialogue in the game real soon. oh and that snow bug should be fixed in the latest version (we'll probably put that up today?)