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Mosaic 7DRL: Testers Needed!

Posted: Sun Mar 17, 2013 5:35 am
by Grey
The Seven Day Roguelike week is now drawing to a close. We should shortly see a few T-Engine successes, hopefully. My own attempt, Mosaic, is now already at what I can call a complete state, but I have 12 hours left and I'm still looking to add more polish, in particular sounds. However what I could dearly do with right now is an idea of game balance, and for that I need playtesters! Here's the current build:

http://gamesofgrey.com/games/mosaic-alpha.zip (Windows standalone)
http://gamesofgrey.com/games/mosaic-mod-alpha.zip (module folder only)

It's a quick game and easy to get into, so I'd appreciate anyone giving it a quick whirl. Let me know how far you get, how easy/hard/boring you find it, and what you think of the enemy balance.

The only known bug at present is the laying of a superfluous tile on level change. This has been there from day 1 and in spite of many hours of effort I haven't managed to fix it! It doesn't change game balance at all, but it's quite annoying >:(

Re: Mosaic 7DRL: Testers Needed!

Posted: Sun Mar 17, 2013 7:17 am
by Crim, The Red Thunder
Level 4, on a first run. Not sure exactly what makes a mosaic 'fall apart' to end it. Figuring out that you can move in 'diagonals' in a square fashion helped some, and might've saved me had I thought things out more.

Too early to comment on enemy behaviour after a single playthrough, more forthcoming.
EDIT: Second run, I hit 7, and it seems to be almost absurdly easy to loop the level and take everything at once, until the E's show up. I also don't see a way to effectively surround them since they end the move at the edge of a level, never being in a position you can surround on all sides. I still don't seem to understand how or why the R's move, though the HOW on the E's is rather... blatantly apparent, and seems oddly difficult to deal with, though again, this might be my individual style of play. The derpy following the A's seem to do seems ridiculously easily fooled by simply looping a large area of terrain, if not the entire floor. Still don't seem to understand exactly what 'ends' a level.

Also, if this was meant to be a module, how does one install it? (Derpy unrelated question, I know.) I had to pick up the standalone version to run it, and I'm sure that becomes an issue at some later point.

Re: Mosaic 7DRL: Testers Needed!

Posted: Sun Mar 17, 2013 11:41 am
by dreadpatch
Looks fun, trying it out now, here are my first impressions:
  • Enemies are not *too* hard, but I've only encountered D's atm.
    I assume there would be music for this? Waiting to see how it would sound like :)
    Enjoyable for a casual/quick game at the very least. Still, I'm only up to my first few levels, will post more after playing it for a little while longer.
I don't know if this is a bug or not, but a.) my screen keeps resizing back to windowed mode, and b.) can't load my old saves

EDIT: my creations bombed at lv8 ;_; those E's are annoying as hell XD

Re: Mosaic 7DRL: Testers Needed!

Posted: Sun Mar 17, 2013 11:57 am
by Grey
Save file doesn't work? That's rather serious... I'll look into that. It's either DarkGod's fault or I've done something nasty with his code again.

Re: Mosaic 7DRL: Testers Needed!

Posted: Sun Mar 17, 2013 5:28 pm
by Grey
DarkGod, I get the following error trying to reload a savefile from Mosaic:

Code: Select all

Lua Error: /engine/Map.lua:808: attempt to index field '_map' (a nil value)
	At [C]:-1 __index
	At /engine/Map.lua:808 checkMapViewBounded
	At /engine/Map.lua:791 moveViewSurround
	At /mod/class/Game.lua:227 setupDisplayMode
	At /mod/class/Game.lua:196 loaded
	At /engine/Savefile.lua:463 delay
	At /engine/Module.lua:721 instanciate
	At /engine/utils.lua:1906 showMainMenu
	At /engine/init.lua:136 
	At [C]:-1 dofile
	At /loader/init.lua:190 
My fault or yours? :P