Sadly at this point in time, Game Pass users can't mod their Minecraft because the game files are inaccessible. At some point Microsoft plans to allow Game Pass files to be moved around, making it possible to mod again. A lot of things have been messing up for me ever since Microsoft bought Minecraft and moved it to their store.
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Frankly, I wanted to try new things with this game. All my other games are handcrafted, single-player games. This time I got to set up multiple players/controllers and put them in a endless dungeon crawl! It was my first procedurally generated game and even though you say it isn't a single player game...I'm normally playing alone and I really enjoy this game by myself. As a matter of fact, I have some playtesters that have been playing it by themselves too with good reviews so far. It sounds like you may enjoy my other games more, actually. They're more of the "metroidvania" type and I'm guessing that's more your style. Thanks for the comment!
You definitely can! You can also lock onto grapple hooks. :)
Make sure to go through all your controls settings, though. You'll have to map the lock-on button, since it doesn't have a default.
Also, if Metroid Prime was your favorite game like me, you're going to find a lot of nostalgia and joy playing this one. :)
You'll have to base it off of how many people viewed your page and assume a percentage of those people actually played the game. Being web-based, it's probably a lot. People are more likely to play a game when it's right in front of them.
If you want a better idea of how much time was spent on your page, you could always try google analytics.
In all honesty, I think simply making the starting health just a tad higher will make the beginning much more bearable.
I can totally see how you may be trying to let the player feel the challenge up front so they are more dedicated to beat it. If that's your direction, the leveling system really makes that possible and actually compliments the idea of building your character up really well. I wouldn't even mind fighting a mini-boss near the beginning to try and build exp. After finally beating him I would feel great and wonder what the game has to offer.
This is some really good feedback, my friend. Thank you so much.!
The boss battle is long unless you use the electric tail. But I've been on the fence about increasing the damage dealt overall and I think you've convinced me, so I'll shorten that boss fight a smidge.
I agree that when I start swimming really fast I can't see any enemies ahead of me. I think I want to fix the camera by zooming it out just a little.
I think conveyance is so important in games and you're right about Big Fish feeling too open near the beginning. I really wanted the player to not feel trapped in a tiny game for the jam. I intend to use an accordion style of progression, keeping things linear near the beginning and end, while slowly opening the game up to the player throughout the middle, but for the jam period, I didn't unfold the areas as well as I could have. For the SuperMVM, however, I plan to have a much, much larger game with more bosses and powers. That will let me build a better flow for the map layout.
Thank you again for your insight! I've been so happy with how great of a community this is and I hope to see you and everyone else again at the SuperMVM!
I agree with you on all points, my friend. Thank you so much for your feedback. I've now signed up for the Super MVM Jam, so I hope you try it again then. I'll be able to fix the music, get everything up to a higher resolution. I actually was hoping to make the game a challenge, but to keep it easy in main areas. I'd recommend, if you find it hard, take the approach of not eating as many enemies. As you eat more, your enemy types will change and grow. Eating just the mushrooms is showing kindness to the environment and although you lose access to some abilities that may help against the boss, you wont have to face a number of larger foes.
The graphics and modeling are really smooth! I bet it will be beautiful when it's done. And the use of the bug to get an aerial view was genius. Viewpoints are always such a challenge in 3D gaming, especially when there is a lot of platforming. I think the bug really helped solve that problem. Great job Forthwind Team!
Wait, should the land movement be smooth? Haha. Youre a fish out of water so the mechanics will feel weird at first. This was intentional. I can't make it too easy. ;) Where's the fun in that? This game has 2 hidden moves that allow players with some experience to traverse places early on.
-you can swim faster if you think like a fish. So move back and forth to build speed like a fish does.
-with some practice you can wall climb and this opens up the map early on.
I agree about the enemies being too close to doors sometimes. Their location is saved between rooms so I'll have to find a way to keep them from being near a door when you return to the room. Thanks for pointing that out. I wasn't sure if it was a real problem or not.
The crabs are safe in their holes and I'm still working on animations for combating them. So at this point they are just a nuisance. Fun fact - they cant see you if your small. ;)
Did you find the last ability yet? You'll have to have the spinning attack to get it. And when you do it'll blow your mind. It's optional, but well worth it when used against the boss.
Thank you so much for playing and for the awesome feedback! All of this will be taken into great consideration as I continue on the game.
edit: I just made the crab animation and it can be damaged now. I also made it so enemies can't meet you at the door. Sadly you'll have to wait for the voting period to end.
I left out some of the conveyance, because I felt the game needed to feel open to experienced players while deterring new players from exploring too far. For instance, were you able to find the first ability pretty easily? After that, your options open up entirely and you can fight the boss at any time. This allows for that fun experience of stumbling upon a hard enemy and running away or putting up a good fight. Even then. Beating him is your only real requirement to finish the game while the more violent abilities are for players who explore and work their way up the food chain. Everything else can be circumvented with some skill. Ta-da! A metroidvania for different skill levels. Also did you notice how the rooms changed a little and enemies got more difficult as you moved around the map eating things? I wanted to create that feeling of being a little lost and having to come back to previous spot just to find that new enemies have emerged from eating the smaller ones. The carnivorous players will have more of a challenge while the players who stick to eating mushrooms like my 7 year old niece wont have to deal with as many baddies. A game for all ages :)
I was wondering about that. My computer can handle a lot, but honestly, with an early build, I'm not too worried about a little lag. I cant imagine what the asset pipelining is like for 3d gaming!
I really liked the use of depth of field. It made the world feel like a super high res minecraft when I looked out in the distance. That's what started getting me to shoot enemies from afar and it totally took me back to playing the first Halo. The enemies even remind me of the flood a little. Definitely keep up the good work! It already has the right feel to it.
That moment you're talking about took me a while to get right. And honestly I couldn't get the splash animation right up until the last few days. The splash noise forced me to get better at my audio grouping too.
I loved your use of water to entice bugs and grow plants. I want to entice things and grow things in my game now too. Haha. Thank you for inspiring me.