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Bug Testers, please post here.


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#1 FireSeraphim

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Posted 27 September 2025 - 10:42 AM

It just occurred to me that having you guys post the bugs you find in here would be a good idea. Like I said, I still want screenshots and/or videos accommodating the bugs you're reporting.
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#2 jwex001

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Posted 27 September 2025 - 08:19 PM

Images seem to be posting now, not sure why they wouldn't via DM, but per my DM earlier, here are a few things I have found so far:

1: On this first one, in the first dungeon, the bomb that drops after killing all the enemies seems to respawn forever and you can continue to pick it up.
(My first screen clip was corrupted so I had to go back to get a new one, thus the higher than normal health in the area)
 
 
VAg0mPd.png
 
 
2:  Unless I had the key for this and did not realize it, I was able to open this door and behind it was just an empty room also clipped below:
 
/eRtCQfC.png=/VTWWgML.png]
 
 
 3:  On this screen, you can use the ladder to move onto the screen right below you and fall in the water.  It does warp you back to this same spot though.
 
 
2KNzvOr.png
ckground=#2e3035]https://imgur.com/VTWWgML[/size][/background]
 
4:  In this room, after placing the blocks on the 4 switches, the blocks/pillars do not drop making the box still inaccessible.
 
wTOWhDr.png
 
5:  For the Armos "World Boss", he can be easily cheesed by coming into his area from the right and standing on the location I am at in the clip, and timing your hits will allow you to beat him without taking damage.
 
H6MuzwP.png

 

I think I am also as far as I can get right now with it still being in a demo state, with some places and locations looking and feeling like they might be missing things, but it is hard to say if that is due to being a demo, or something actually missing.

 

So far as I said in my DM, great quest so far, and a good challenge.  It has been a while since I had a good challenge.

 

Cannot wait to see the full release.



#3 FireSeraphim

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Posted 28 September 2025 - 09:58 AM

1. That's intentional on my part because I was kinda worried about player running out of bombs, it's a safety net thing.
2. That door is not supposed to open yet, I will certainly address that.
3. I'll see what I can do about that
4. I could've sworn I fixed that, another one to address I suppose
5. I am so fixing that



#4 jwex001

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Posted 28 September 2025 - 04:15 PM

1. That's intentional on my part because I was kinda worried about player running out of bombs, it's a safety net thing.
2. That door is not supposed to open yet, I will certainly address that.
3. I'll see what I can do about that
4. I could've sworn I fixed that, another one to address I suppose
5. I am so fixing that

 

Your welcome for the above, and Let me know once a new update is made and I will update my file and test out more areas that may not be completed yet.

 

Can't wait for the full release.  This is a great start so far.



#5 Moosh

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Posted 29 September 2025 - 05:01 PM

I got part way through the Ancient Aquaducts before getting frustrated and dropping the quest. I'd put down why I didn't enjoy the quest down to two points of frustration.

 

The first issue and greater of the two is the enemy balance. There are like twice as many enemies on any given screen as that screen has room to accommodate for and oftentimes they hit quite hard and have the most annoying firing patterns ZC provides from the get-go. There's no real sense of a standard escalation or difficulty curve, and yet I don't get the impression that your design intent is supposed to be "Type B" as the rich master himself called it. The quest leans so heavily on its visual presentation, yet consistently you decide to make it punishing, ensuring that I will be seeing these setpieces again and again and again until I'm fully sick of them. This is what happened in the second dungeon where I quit, I wandered up and down this level over and over unable to find progress, and I got sick of getting immediately jumped by 5 blue wizzrobes in the entrance room every time I died. I was not enthralled by the combat and said combat clogged up the puzzling experience. I got bored.

 

The second issue is a bunch of little things I'd group together as visual confusion. Right from the get go, the quest has a button layout that doesn't match any controller in standard orientation. It's a SNES controller turned on its side. Why would you do this? Then there's the use of color. It's common sense palette design that color should be used to separate important level elements. These are only sometimes obeyed and it is very much felt when they aren't. Enemies will oftentimes share similar colors with the ground they're standing on and room detailing will use obnoxious rainbow colors that hurt visual clarity. While most tilesets try to separate sprites and environment tiles with different levels of brightness and saturation, this quest's regularly has desaturated enemies and saturated environment elements as it pleases. You can be accomplishing a lot more with a lot less.

 

Together these created overwhelming and confusing scenarios that made me unable to appreciate the worlds you're crafting.

 

Edit: Also while I didn't make it far enough to encounter any major bugs, this screen has enemies enter from sides and this makes the statue shooter spawn in from the sides too instead of on top of the statue. Kinda funny.

FnNkztG.png



#6 FireSeraphim

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Posted 16 October 2025 - 12:55 AM

@Moosh: I'll see what I can do about the things you cited. I don't look forward to reworking all the dungeon palettes.




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