Various Tidbits
Posted: Wed Jan 05, 2022 9:06 pm
Sorry this is going to be a mess. I won't ever have the time to go through the known bugs and already listed IFIs though so better this than nothing methinks... Feel free to ignore all stuff that's been talked about endlessly already.
I'm a totally new player and the build I played was 4.3.0.1 in Win 10 64-bit, playing the two provided tutorials and some of the imported levels that it came with.
1) What's the point in having a "handicap" option at all and another option that lets you cancel its effect? Seems very pointless, instead whether or not you've solved a particular level before should be highlighted in a different way. Also, I don't understand why it's even called "handicap"? I thought it would mean something like I don't get as many points from the next level if I've skipped the previous one. Very confused about this one.
2) Can we make keypad ENTER behave the same as the other one since I like to use the keypad keys to move?
3) Some kind of indicator for when you no longer can complete a level when either you've destroyed the last exit or killed a penguin or some other trivial cases like that)?
4) Badly needs a display for dynabomb count and number you can place and on their side, length as well. The designs for the dynabomb power-ups could make it more clear which one is which BTW. In case they're copied from somewhere else... well, for a new player they're still not that helpful.
5) Supaplex levels are weirdly different from the original game but one of the tutorial levels at least addresses that. Lots of small differences such as pushing a stone one tile is sometimes faster, sometimes slower. So ignore this point unless somehow this wasn't known about.
6) Default volumes are too high! I set mine down to like 20%; Also if you set music down to 0%, it doesn't mute it. It looks like it is muting SFX correctly when set to 0%.
7) Because of variable lag or whatever, it's super-difficult to time actions right at the start of the level.
I generally am against being able to see other people's tapes without them explicitly sharing them because I think the competition is more fun if it's about who can find the best routes as well as the execution part. Ignore if you currently can't do this (I can't wrap my head around the tape features, can't even rewind the current tape despite reading the instructions).
9) The high score tables should definitely have thousandths / frame-precise times shown so you know how far exactly the times are from each other. Someone already asked for keeping just one fastest time in it instead of all the records by the same player.
10) I'm experiencing randomly stopping on some squares for a split-second even though I'm holding the movement button down. Seems to happen around sand in Niko Böhm's tutorial. Can't immediately reproduce... but I can try harder if this is new.
11) Could use a SFX pass to make the more annoying ones less so. It's partially a level design question of course... but you'd like to be able to make virtually any kind of level that doesn't get annoying because of SFX. Like do Yam Yams really have to make their noise on every step?
12) In level 38 of Niko's tutorial, there's invisible dirt for me where you form the bridge. That made it extremely confusing. (I have other complaints about the two tutorials as well in case anyone will be interested in going back to fix them potentially, so ask about them.)
13) EDIT: Forgot this one... I'm experiencing input lag specifically in the imported Emerald Mine levels (couldn't find any hits in the search for this which surprised me). It's the same in Niko Böhm's tutorial levels, just some of them, at least level 17 "Let There Be Light". It's very noticeable for me.
14) EDIT: Also the main menu itself could use the same color-coding of levels into ones you haven't played yet, ones you haven't beaten, and ones you have beaten.
I'm a totally new player and the build I played was 4.3.0.1 in Win 10 64-bit, playing the two provided tutorials and some of the imported levels that it came with.
1) What's the point in having a "handicap" option at all and another option that lets you cancel its effect? Seems very pointless, instead whether or not you've solved a particular level before should be highlighted in a different way. Also, I don't understand why it's even called "handicap"? I thought it would mean something like I don't get as many points from the next level if I've skipped the previous one. Very confused about this one.
2) Can we make keypad ENTER behave the same as the other one since I like to use the keypad keys to move?
3) Some kind of indicator for when you no longer can complete a level when either you've destroyed the last exit or killed a penguin or some other trivial cases like that)?
4) Badly needs a display for dynabomb count and number you can place and on their side, length as well. The designs for the dynabomb power-ups could make it more clear which one is which BTW. In case they're copied from somewhere else... well, for a new player they're still not that helpful.
5) Supaplex levels are weirdly different from the original game but one of the tutorial levels at least addresses that. Lots of small differences such as pushing a stone one tile is sometimes faster, sometimes slower. So ignore this point unless somehow this wasn't known about.
6) Default volumes are too high! I set mine down to like 20%; Also if you set music down to 0%, it doesn't mute it. It looks like it is muting SFX correctly when set to 0%.
7) Because of variable lag or whatever, it's super-difficult to time actions right at the start of the level.

9) The high score tables should definitely have thousandths / frame-precise times shown so you know how far exactly the times are from each other. Someone already asked for keeping just one fastest time in it instead of all the records by the same player.
10) I'm experiencing randomly stopping on some squares for a split-second even though I'm holding the movement button down. Seems to happen around sand in Niko Böhm's tutorial. Can't immediately reproduce... but I can try harder if this is new.
11) Could use a SFX pass to make the more annoying ones less so. It's partially a level design question of course... but you'd like to be able to make virtually any kind of level that doesn't get annoying because of SFX. Like do Yam Yams really have to make their noise on every step?
12) In level 38 of Niko's tutorial, there's invisible dirt for me where you form the bridge. That made it extremely confusing. (I have other complaints about the two tutorials as well in case anyone will be interested in going back to fix them potentially, so ask about them.)
13) EDIT: Forgot this one... I'm experiencing input lag specifically in the imported Emerald Mine levels (couldn't find any hits in the search for this which surprised me). It's the same in Niko Böhm's tutorial levels, just some of them, at least level 17 "Let There Be Light". It's very noticeable for me.
14) EDIT: Also the main menu itself could use the same color-coding of levels into ones you haven't played yet, ones you haven't beaten, and ones you have beaten.