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Author Topic: Labyrinth Mod Released  (Read 58188 times)

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Offline FrancesF

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Re: Labyrinth Mod Released
« Reply #15 on: April 28, 2012, 09:40:27 pm »
Greetings to all of you who downloaded Labyrinth Mod!  Now that you may have had a chance to play it, I would love to know what you think of it – what parts you liked best :D, what parts you didn't like :P, what you think could be improved... 

Thanks so much,
Frances

Offline FrancesF

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Re: Labyrinth Mod Released
« Reply #16 on: May 03, 2012, 05:51:11 am »
I've made a poster quality image of the central wheel maze of the mod from 100+ screenshots.  Of course it's a huge spoiler!  Naija makes 20 appearances – I think a little kid would have lots of fun finding them all!   You can download the image here:


« Last Edit: June 04, 2018, 03:27:36 am by False.Genesis »

Offline Xiagan

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Re: Labyrinth Mod Released
« Reply #17 on: May 03, 2012, 03:22:42 pm »
I WILL play it, promised. Just not in the next two weeks. After that, I have only little time, not no time. ;)
"Sire, I had no need of that hypothesis." (Laplace)

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Offline False.Genesis

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Re: Labyrinth Mod Released
« Reply #18 on: May 03, 2012, 05:19:39 pm »
Scaled down & recompressed preview follows:
(Because the original 10200 x 10200 take a lot of RAM to display!)

« Last Edit: June 04, 2018, 03:28:19 am by False.Genesis »

Offline FrancesF

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Re: Labyrinth Mod Released
« Reply #19 on: June 29, 2012, 04:56:55 pm »
Hey, I'd like some feedback from folks who've played Labyrinth Mod – should the world map be enabled?  Or would it be too much of a spoiler?

(And any other feedback would also be appreciated!)  :D 

Offline KS-10

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Re: Labyrinth Mod Released
« Reply #20 on: June 29, 2012, 05:22:34 pm »
Yeah, my feedback gone very late, after ~3 weeks of when playing was finished)) Design and bosses are very cool, and I enjoyed whole this mod! Thank you devs)) I opened PNG of map with lizards for fast understanding where needing to swim) Of course I saw some symbols on beginning of map but not fully got idea of them) It's only place where map is really needed, so my vote against of world map of all levels!
« Last Edit: June 29, 2012, 05:24:14 pm by KS-10 »

Offline Daxar

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Re: Labyrinth Mod Released
« Reply #21 on: June 29, 2012, 06:38:16 pm »
Aww, c'mon. The symbols were easy. One meant up, the other down. Just a bit of trial and error and you can figure it out pretty quickly yourself. Then write it down and follow along as you're swimming.
WAT
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Offline Xiagan

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Re: Labyrinth Mod Released
« Reply #22 on: July 02, 2012, 10:01:51 pm »
Hey, I'd like some feedback from folks who've played Labyrinth Mod – should the world map be enabled?  Or would it be too much of a spoiler?

(And any other feedback would also be appreciated!)  :D 

I'm terribly sorry that I still haven't played it, Frances. Atm it feels as if my day has only 20 hours and the (mostly) tranquil waters of Naija's world is far away...
"Sire, I had no need of that hypothesis." (Laplace)

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Offline Aristobulus

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Re: Labyrinth Mod Released
« Reply #23 on: July 10, 2012, 03:41:56 am »
Well, False Genesis got me interested in trying this, so why not. I've only just started, I haven't found anything except a turtle egg and lots of plants to sing at to give me recipes so far, so this is very early first impressions I'll give.

First, I want to ask though - I can't use the world map. I know mods typically can't, but does that mean I'm not using the most up to date version of the mod? The first few posts in this topic made me unsure of that. I would like to be able to use it, if there's a way - mostly as a way to keep track of where I have been and where I haven't. Not having a map to use in things like this makes things a lot more tedious for me, so if it's at all possible...

But impressions - I am absolutely impressed with the art and aesthetics and visual style of the locations I've seen, it's really pretty, especially what is done with the plant life and coral and such around - the really long strands of green seaweed or something similar to the kelp forest's type of plant life was pretty impressive. What's also really impressed me, is that it's not just copy and pasted assets from the original campaign - I'm pretty sure there are some things in here that are entirely new.

And I think I found what is supposed to be Naija/Li's new home - I really like what is done with this, with individual rooms and places for them to rest and sit down, it really feels like they are trying to just enjoy a casual home life and everything.

I also like that you bothered including narration for Naija - obviously it's not voiced, but that you do have moments where she says something, even if it's just text. I was worried that something like that wouldn't be included in this and Naija would lose some of her personality in the translation to a mod.

But, criticism - I feel things are a bit *too* aimless. Yes, Aquaria is about an open world and exploring, but even the main game of Aquaria gives you *some* sense of direction - I feel like, if nothing else, you should at least be given some kind of idea from the start, where Naija/Li's home is at.

Also, it's too difficult! Just swimming around this area, I can't even sing a shield spell, yet I'm running into *multiples* of those worms with teeth that chase me around and can box me into a tunnel making it impossible to get out - and I can't even stock up on healing supplies? This is a little ridiculous - I don't feel that Aquaria should be a game based around this kind of difficulty - I've always found Aquaria to be a highly relaxing game that was never too frustrating or difficult, and was more about just enjoying exploring and such - it wasn't meant to be Super Ghouls and Ghosts, basically. Which is an exaggeration of the difficulty, but I'm trying to make a point.

I think, especially in the first area, before you get any real way to defend yourself, should have almost no threats. Look at the Home Waters, for example.

I'll keep playing though, and come back with more thoughts later.

Oh, one last thing, about the story, I'm a bit nervous about it because I absolutely hate the original extended ending, and I kindof feel that it's so flawed, anything that tries to build from it, will also be flawed, as it's just such an out of place, and out of character downer ending, but we'll see what I think of this, if I think it's well done at least, as I get through it.
« Last Edit: July 10, 2012, 03:46:20 am by Aristobulus »

Offline False.Genesis

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Re: Labyrinth Mod Released
« Reply #24 on: July 10, 2012, 04:00:54 am »
First, I want to ask though - I can't use the world map. I know mods typically can't, but does that mean I'm not using the most up to date version of the mod? The first few posts in this topic made me unsure of that. I would like to be able to use it, if there's a way - mostly as a way to keep track of where I have been and where I haven't. Not having a map to use in things like this makes things a lot more tedious for me, so if it's at all possible...
No, there isn't any newer version of the mod out right now.
But you're not the first one saying this. We might, as a consensus, add a worldmap for the first map, and keep the rest of the labyrinth in the dark. Have to see.

I'm pretty sure there are some things in here that are entirely new.
Heh, wait until you see the other maps, Frances has drawn almost everything in these herself ;)

But, criticism - I feel things are a bit *too* aimless. Yes, Aquaria is about an open world and exploring, but even the main game of Aquaria gives you *some* sense of direction - I feel like, if nothing else, you should at least be given some kind of idea from the start, where Naija/Li's home is at.
The home, except for the garden, isn't too important actually. The whole point of the first map is to stock up on some resources and find shield and bind - to be ready for the actual labyrinth.

Also, it's too difficult! Just swimming around this area, I can't even sing a shield spell, yet I'm running into *multiples* of those worms with teeth that chase me around and can box me into a tunnel making it impossible to get out - and I can't even stock up on healing supplies?
Yep, the worms are annoying, I agree. Just be fast and don't let them corner you.
Healing supplies? There's many plants in the garden, and many fish to harvest. That said:
Leaf + Leaf = Leaf Poultice
Leaf + Meat = Hand Roll
Hand Roll + Oil = Tasty Roll
etc etc -- the recipes haven't changed :)

Hopefully this helps a bit.

Offline Aristobulus

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Re: Labyrinth Mod Released
« Reply #25 on: July 10, 2012, 04:15:16 am »
No, there isn't any newer version of the mod out right now.
But you're not the first one saying this. We might, as a consensus, add a worldmap for the first map, and keep the rest of the labyrinth in the dark. Have to see.

Ah, alright. Personally - I would suggest making it an option, if possible. Give the choice to the player - if they are a purist for dungeons, and want real difficulty and to figure things out themselves, have an option to not have a worldmap. If they want more guidance and help, let them turn a worldmap on.

If this can't be done via an option, perhaps you could simply release two versions of the mod - one with a worldmap and one without? I *assume* that's not too difficult to do *if* you can get a world map working in the first place, but I'm not going to pretend to be an expert on this subject.

I'm pretty sure there are some things in here that are entirely new.
Quote
Heh, wait until you see the other maps, Frances has drawn almost everything in these herself ;)

Wow, that's honestly really impressive. Serious props for that.

But, criticism - I feel things are a bit *too* aimless. Yes, Aquaria is about an open world and exploring, but even the main game of Aquaria gives you *some* sense of direction - I feel like, if nothing else, you should at least be given some kind of idea from the start, where Naija/Li's home is at.
Quote
The home, except for the garden, isn't too important actually. The whole point of the first map is to stock up on some resources and find shield and bind - to be ready for the actual labyrinth.

It's not about it being "important", it's just about about a basic sense of direction.

Also, it's too difficult! Just swimming around this area, I can't even sing a shield spell, yet I'm running into *multiples* of those worms with teeth that chase me around and can box me into a tunnel making it impossible to get out - and I can't even stock up on healing supplies?
Quote
Yep, the worms are annoying, I agree. Just be fast and don't let them corner you.
Healing supplies? There's many plants in the garden, and many fish to harvest. That said:
Leaf + Leaf = Leaf Poultice
Leaf + Meat = Hand Roll
Hand Roll + Oil = Tasty Roll
etc etc -- the recipes haven't changed :)

Hopefully this helps a bit.

I don't have songs to let me pull up those plants and harvest the fish, yet I can still run into these powerful enemies. I'm hoping the mod is just this difficult because it's the start and I don't have the tools to defend myself yet, and not a sign of things to come. I wasn't really looking for Aquaria - Super Kaizo World version.

This has always been something that has bugged me about fan made mods and such to games - not just Aquaria here, but pretty much anything - they often try to be *harder* than the original game instead of just offering more of what made the original game so good. I'm hoping that didn't happen here.
« Last Edit: July 10, 2012, 04:21:24 am by Aristobulus »

Offline False.Genesis

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Re: Labyrinth Mod Released
« Reply #26 on: July 10, 2012, 04:29:12 am »
I wasn't really looking for Aquaria - Super Kaizo World version.
Don't worry, this isn't the case, labyrinth isn't so hard. I did the final play through when i was kinda drunk, and I had no problems playing, if that counts.
The start isn't easy, I agree. Never ran out of food or anything, actually, you can enter the labyrinth with almost nothing and come back later with full pockets (unless you need to eat like crazy) :)

Meatymod took the crown of being the hardest mod ever, so unless you try that one, you're safe >:D
« Last Edit: July 10, 2012, 04:30:49 am by False.Genesis »

Offline FrancesF

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Re: Labyrinth Mod Released
« Reply #27 on: July 10, 2012, 05:05:33 am »
Thanks for the feedback, Aristobolus!  I wanted the difficulty of the first map to be about the same as the lower levels of the Veil.  I figured people would have finished the main game and would find that level to be tolerable.  Of course you have to find a couple of songs and costumes to help yourself out.  Be sure to read the Aquarian messages on each map, then things won't seem so aimless.  (And Naija can outrun the wurms!)

Offline Aristobulus

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Re: Labyrinth Mod Released
« Reply #28 on: July 10, 2012, 05:23:39 am »
Oh, definitely - I keep a noteback on hand for translating Aquarian messages - I haven't found any yet, but I am glad to hear you included some. One of my favorite things about Aquaria has always been the atmosphere, so if you can keep that in this mod, you're golden for me. That's why I'm playing - not so much in the sheer gameplay of being challenged or something, but just the experience of exploring a new, exotic world, and how alive Aquaria - and Naija - can seem. So again, if your mod has all these background touches and attention to detail to bring it to life, I should love it.

I really do pretty firmly believe the beginning is too difficult though. You shouldn't even be able to run into all these enemies before you can so much as sing a shield song. You say you wanted it to be as difficult as the Veil, but when you get to the Veil, you have certain tools at your disposal that aren't present here - this is definitely harder because of that.

Edit - I've played a bit more. Some more thoughts - I really enjoy that the treasures you placed around, when you find them, they actually show up somewhere around Naija/Li's new home. I suppose it's entirely possible you could've just had them disappear into the void, so it's cool that just like in the main game, you can flesh out her home as you find more stuff.

So far, I've found 3 treasures - the Mithalas Doll/Pot, and the Turtle egg. Also found the Shield song, but I don't know where I picked that up - I only noticed I even had it because I was looking through my menu. If I was supposed to get a notification that Naija had just learned the shield spell, I didn't. That might be a glitch - if it isn't, if possible, you might want to put in a notice somehow to alert the player they just got a song?

Even if it's something like, when you enter the place with the song, Naija makes a comment to herself about being reminded of whatever song you're about to get.

And, I really do think the map is just too aimless - it doesn't guide you anywhere, there's no real sense of direction at all. I never got this lost and annoyed at not being able to find things in normal Aquaria, and I've swam around in so many circles that I'm already getting bored. I found an Aquarian message but it just told me in blunt terms that there are x amount of treasures/songs/costumes/eggs to find, no real hint at actually finding them anywhere.

The map direction is that it's basically laid out in a giant spiral, so you're kindof naturally funneled along in a circular pattern, but this means lots of repetition and going in circles and places you've already been.

I don't mean to be this negative on it, but these are just my honest impressions and feelings, and I'm trying to give most helpful and constructive criticism I can. I love the visuals and touches you've made to the world, but I feel like mechanical problems are stopping me from enjoying it all.

Oh, also, a possible glitch or just a bit of sequence breaking you might want to fix - I traveled up the tunnel to this path of bubbles that eventually led me to the Mithalan pot treasure, but my first time through I missed a bubble and fell - but I fell down into a cavern where the only way in and out was blocked by a rock I would've had to lift with the bind song, except I didn't have the bind song. I had to use the editor to get out. Also, when I fell in there, I landed in a part of the water absolutely consumed by anemones and almost died before Naija just got richocheted into a part of the water I could actually control her - she would hit one, bounce into the air, land on another, and repeat.

I would suggest either placing a ceiling over this so you can't fall in there from the bubble path, or place a rock in the way blocking the route to the bubble path, so that you can't possibly get there without having bind, meaning if you fall in that cavern, you can use bind to get out.

Also with the bubble path, there's one bubble about midway through you're in, where you simply can not see the next bubble you have to jump to, and it's a leap of faith. You should probably move the bubbles slightly closer together so that you never have to make a blind jump, especially if you're careful.
« Last Edit: July 10, 2012, 06:14:08 am by Aristobulus »

Offline FrancesF

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Re: Labyrinth Mod Released
« Reply #29 on: July 10, 2012, 06:10:47 am »
It's true, you do have to swim fast and do a LOT of dodging until you find shield and two of the costumes!  ;D