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Jaytan804

5
Posts
A member registered Sep 11, 2023

Recent community posts

(3 edits)

Some (very) minor bugs.

Game: When viewing the map on keyboard, the "Check path" line isn't centered.

Game: When checking the description of a space, thin black bars are visible near the corners of the text box.

Game: Pausing the game on the exact frame a CPU player closes a textbox causes a softlock.

Game: When a player's rank changes from an Unlucky event, the rank up and rank down sprites may show on a player simultaneously.

Game: After a battle minigame ends, the rank indicators on the board are wrong until the next player's turn starts.

Item: Zap Hex's effect sometimes plays when it shouldn't. (Example: If you put a Zap Hex on the first space of Castaway Bay, and another player loops back to the start with zero coins, the effect plays when passing over that space AND the following space)

Picture Match: There's a very rare chance that the AI will fail to pick up a piece, leaving it stuck for the rest of the game.

Color Correction: Snooze's run animation only shows a single frame.

Oh, and since everyone can be the same character now, Face Flip needs to be updated to show the player of the card flipped.

AI Steal: The AI in question went first.

The main reason I listed Cavity Calamity as a bug is because this behavior doesn't happen in the other two endless minigames Iron Cannons and Shock Absorbers (though if length is an issue, then it should be implemented in the former).

Oh, and two other things I forgot to report.

Fruit Forecast: The game always starts with a banana being dropped in the middle of the screen.

Bomb Rally: The object that makes the bomb's trail is still visible after the game ends.

(1 edit)

More bugs, and some thoughts regarding polish. Starting with bugs.

Menus: If you try to map a button before binding a key to another button, your first choice will stay grayed out, forcing you to exit and re-enter the menu to bind it.

Party Mode: During the end of turn screen, if multiple players are tied with no coins or stars, some of those players will be shown as 1st instead of their actual ranking.

Party Mode: When choosing who to steal from, the AI is capable of choosing a hidden option above the names that softlocks the game (Unable to reproduce. It occurred once on Wario's Battle Canyon, when a CPU player got to the ghost very early on. Maybe the AI doesn't know who to pick when everyone else is tied with less than 10 coins?).

Cavity Calamity: When playing the endless variant, if the human player is eliminated before any CPU player, all CPU players stop moving until the game ends.

Quicker Chipper: Swinging on the frame when the bar loops back to the bottom will make the ball travel the maximum distance.

Speedy Teatime: The icon showing what keys to press for direction appears over the dish cover (Note that the D-Pad icon it's supposed to hide appears under the cover).

Balloon Blast Bash: The pumps of AI players are never pressed down, even when the balloon is being pumped.

Slap Down: In the explanation screen, the text for controls overflows if keyboard controls are being shown.

Triple Jump: The icons for the face buttons are visible when playing on a keyboard.

Load, Shoot, Shield: Before the game starts, hyphens are shown in place of the countdown and action text.

Time Bomb: The AI always jumps to hit the block before the game starts.

One thing I never mentioned is that I play the game exclusively on Microsoft Edge, and I recently learned that some bugs are exclusive to certain browsers. On Firefox, keyboard remapping doesn't work at all and F2 makes the music cut out (although it slowly returns over time), and on Chrome, none of the keys are mapped to anything by default and F2 does nothing. Opera and Edge don't have these issues, but they tend to have a harder time booting up the game.

Now onto polish. The minigames Frame Perfect, Picture Match, and Stampede all have a score counter whose corners overlap the timer. While Stampede's can simply be moved to the right, and Picture Match can hide the counter until the game ends, I'm not sure what to do for Frame Perfect.

The demo videos for minigames are also in a rough state. While Token Drop, Head Waiter, and Hot Rope Jump are obvious candidates for an update, I looked through each minigame and found that all but ten [Bumper Sparks, Kabob and Weave, Speedy Teatime, Spiked Ball Scurry, Ridiculous Relay, Bomb Rally, Slap Down, Toad in the Box, Amp My Style, and T Minus Five] show outdated versions of their respective minigames, with differences ranging from slight graphical changes to old UI elements. This problem also extends to the board previews: Wiggler's Garden and Bowser's Pinball Machine are shown with their pre-0.9 layouts, Mario's Rainbow Castle and Koopa's Tycoon Town use an older design for unlucky spaces, and Yoshi's Tropical Island shows a face where a black star icon would be.

Lastly, I'm not sure why What Goes Up... and Kabob and Weave have jump commands. In the former, it goes against your objective, while in the latter, it does nothing because the ceiling is too low.

(6 edits)

I've encountered a few minor bugs within last week. Nothing to warrant a hotfix, but it shows how quickly Tournament Mode is beginning to age.

Menus: Placeholder text reading "Text" can be seen on the bottom of the Keyboard Mapping screen.

Commands: Using F2 to reload a Board Game for the first time will show incorrect portraits (the characters are put in port order instead of turn order).

Party Mode: If a game was already in progress when starting a new game, pressing F2 or the Reload Turn option on the first turn will put you back into the previous game.

Tournament: Pausing and unpausing during the selection screen will make F2 reload the moment the game was paused. While the minigame selection continues as normal, the players can move freely, the demo video will show at all times, and a softlock can be triggered if F2 is pressed on the following round's screen.

Tournament: Exiting the mode after completing it then using F2 to return will make all platforms rise to double their intended heights (doing this again will triple their intended heights, and so on). If this causes another player to reach the point threshold, the ending sequence breaks.

Waluigi's Island: Players who were affected by the bomb (except for the turn holder) will stay blackened until a minigame starts.

Cloud Climb: There's a rare chance to get stunned if you jump the wrong way without losing height.

Frame Perfect: The explosion graphic appears behind the losing players.

Tick-Tock Turn: The AI will always turn counterclockwise on the first round regardless of prompt or difficulty. 

Ridiculous Relay: Inputting early as the second player will mess up the controls of the first player.

I've been enjoying the game, but I have noticed a few bugs and oddities.

Menus: The titles for the Game Settings menu (under Party Mode) and Gamemode menu (in Mini-games) are not translated.

Menus: The default setting for Hex Replacing is "0". This setting vanishes if the setting is ever changed.

Eternal Star: Chomp Call does nothing if more than one star space is active.

Eternal Star: Rolling a zero (via the -5 Card) while on the starting teleporter will cause the game to softlock.

Eternal Star: While the Free Stars event is active, the textbox saying what number the player needs to beat will not have a background.

Final 5 Turns: If a duel is aborted due to one of the players not having any coins, a textbox will appear claiming that the duel won't happen due to a setting being disabled.

Unknown: A dummy item named "?" can appear from an Item Bag. (I only ever saw this once from a 4th place Hard AI on Horror Land who already had one item, and I haven't been able to reproduce it.)

Crypto Chimera: If this game had been played previously, the starting combination will be the last combination from the previous round.

Mushroom Mix-Up: When the platforms sink for the third time, you can high jump right before touching the lava to land back on the platform as it rises.

Puzzle Party: If two players are tied for the highest score when the game ends by a top out, both players are declared the winners.

Shutter Speed: Dust particles created by players appear over the picture.

Mochi Pound: The same stun glitch reported in Block Drop and Dig It! is present here.

(P.S. A setting to make the Item Roulette untimeable would be nice.)

(P.P.S. What happened with Vend-A-Fruit and The Fishing Minigame? Not even the patch notes say when or why they were removed.)