Haydee 2

Haydee 2

Haydee Shuffle
klimat13 2 Dec, 2021 @ 6:35am
Some feedback on the mod
I couldn't beat this mod for the longest time, yet the next day I complained about difficulty, I was able to beat it three times, LOL.
Anyway, here is some feedback about certain rooms:

L134 - I died to the optional mines a lot in the past. They are very well hidden (I believe 95% of people will blow up on their first try) and even if you know where they are, it is still tricky to clear them up with a weapon or pliers due to obstructive pipes and camera angles. Also certain weapons are bigger than others and also obstruct the very limited angle view even more. It is possible though once you get used to it though. Additionally something is wrong with item stacking in this room. The box near the exit usually contains two packs of ammo on top of each other, also one time I've got four packs. That was quite useful, but I bet not how it is supposed to be. Also one time I've got two mines stacked together, so I shot one, it blew up and there was a second mine right in the same place, so I had to shoot it for the second time.

L194 - I died multiple times here not even realizing how close to the end I actually was. It's dark and disorienting plus there are corners galore with monsters behind many of those corners. If you try to carefully peak a corner to the left, you can easily get backstabber from the right, so it is scary and tempting to just run to the exit fast, which is also a bad idea, since the way I usually died here is the optional mine.

L162 - I had to quit on this one multiple times due to running out of ammo. It might be a combination of multiple factors: 1). there are up to four Slashys on the level, 2). they zig-zag running towards the player thanks to the level design, making it harder not to miss shots, 3). there are no ammo in the room you can pick before dealing with the enemies, 4). the room appears late into a playthrough, where ammo might already be running out due to previous encounters.

L142 - sometimes I get a screwdriver gated behind a locked vent (which one is supposed to open with a screwdriver), which is counter logical. There is an alternative way to bypass the gate with the red wall-hanger thing, but still.

L193 - I once got stuck (literally) on the 3rd red tube section one has to cross to beat the room. Some kind of a bad collision problem I believe. There are Creepers spawning between the tube sections, the first Creeper platform activated, but no Creeper appeared, the second one activated, a Creeper did appear, I shot it with a pistol four times and it fell off a cliff due to kickback. So there was a live Creeper at the bottom and a Creeper who never materialized, those two might have something to do with collision going bad, or might have nothing to do with it at all, you decide =).
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Showing 1-13 of 13 comments
Blue Fox  [developer] 2 Dec, 2021 @ 8:33am 
l 134 - yes i'm aware of the two ammo boxes in that room. it's a bug that will be fixed in the next update. Exploding because of random mines is kinda the point of the mod, you have to pay attention. But in this case you are right, because camera is obstructed by the player model. Therefore I'll change the desing of that room.

l 194 - The last levels are meant to be challenging. Here you're right saying that is difficult. But I don't see anything wrong with it, except the fact that due to balancing issues you could easily run out of ammo. an Arbiter Algoritm that sorts enemies and ammo during the playthrough will be eventually added to the game.

l 162 - here again problems due to the balance. There are multiple variables and sometimes you can have lots of ammo and sometimes you run out very quickly. I can't branch every possible outcome manually because there are too many variables, therefore i need an algoritm that balances the game.

l 142 - there is no problems with this room. It spawns a random support item that you don't have. In order to get in you can use a Jammer, a Screwdriver, or shoot the orange button if it spawns. If the orange button doesn't spawn and you don't have jammer nor screwdriver, then the room will give you extra ammo (by removing the flower pot). 4th rooms are meant to give an extra support items, and this is not even the worst room. There is another one, with 3 corridors that gives you or ammo or a support item. I'm actually thinking to redesign this second one because it's dull.

l 193 - So yes. I'm aware that this room is broken, also it has too many creepers. And I need an Arbiter for that. They are not getting stuck, i messed up the pathfinding because each time the pattern of pipes changes and i have to disable some paths, otherwise creepers will simply try to walk in the air. I'm aware of this issue and i will fix it in the next update. Also pipes are buggy, and walking on them can cause issues. I discovered it later, but it's easily fixable by slapping a sort of ivisible wall on top of them.
About them falling and not dying, falling damage was not implemented in the game. Also the same problem for the player. If you get hit and fall down, the falling damage is completelly negated because it's not programmed in the game. I kinda overcome this issue for the player by placing killing areas on the bottom of the holes. But i left creepers and slashers as they are, since it's not game braking.
When a platform activates and creeper is not appearing is not a bug. they have chance of not spawning at all. Activating platforms are made this way to make some tension. This way i train the player to recognize the sound of the platform and i can make jumpscares in the upcoming levels.

Anyway thanks for your feedback. It is very useful for improving the game. I'm currently working on the second part, and as soon as it ready I'll release it with all the patches.

P.S. and i will add a save point after each 10 rooms in the future. In the first release it was kinda pointless.
Last edited by Blue Fox; 2 Dec, 2021 @ 8:46am
Blue Fox  [developer] 2 Dec, 2021 @ 9:18am 
There is another bug in l134. By using ladder the scene will spawn mines each time. I can't leave this room in a so broken state for two month, so i'm gonna make a quick patch at the end of the week.

Planned fixes are:
l134 - moving mines, fixing ammo, moving light source.
l101 - making lasers slower
l193 - fixing pathfinding of creepers and capping spawns to a reasonable number
l145 - balancing and better use for relays
l144 - capping max mines spawns
l153 - better lights for the secret area behind the boxes
l161 - moving orange button up, since they are not supposed to be directly touched by the player.
l162 - capping max slashers spawns and improving the desing of the room
l182 - capping max enemies spawns
l191 - making moving panels move at a regular speeds
l194 - capping creepers

And i will unlock the door in the last scene and make it possible to do infinite runs until the second part of the game is ready.
Last edited by Blue Fox; 2 Dec, 2021 @ 4:04pm
klimat13 2 Dec, 2021 @ 11:55am 
Thank you for a detailed response, also thanks for your hard work!
klimat13 7 Dec, 2021 @ 3:18am 
Played the updated version today, L134 seems to be fixed, also the added first aid kit is very much appreciated!
Still I think I was able to spot a couple of bugs:

L161 - there is a pathway blocked by blue lasers in the room with a jammer slot nearby. I did have a jammer at the time and did use it, still the lasers persisted.

L103 - I pressed the switch and so the lights started moving, then the lights moved away and never got back, I was completely lost in pitch black void untill enemies I couldn't see killed me off a couple of minutes later.

L193 - I shot a Creeper four times in the face with a rifle, but somehow it just refused to die.
Blue Fox  [developer] 8 Dec, 2021 @ 5:04am 
l103 that's how it works. you have to follow quickly the light or it will disappear

193 weird. I tested all the possible outcomes and creepers didn't have any problems. Do you remember exactly the spot with the bugged creeper? They are all the same model, so it is strange that one is immortal, i didn't change their hp parameters. For rifle do you mean Flack with the green ammo or Impaller with the yellow. Coz flack sometimes has very crappy accuracy
Last edited by Blue Fox; 8 Dec, 2021 @ 5:09am
Blue Fox  [developer] 8 Dec, 2021 @ 5:07am 
161 oh yes you're right about lasers. Gonna redesign this room anyway for the next update. I don't like how it works atm
klimat13 8 Dec, 2021 @ 6:00am 
L103 - interesting. Still I have to say I don't think that is good design. Random mines all over certain rooms and monsters behind corners encourage caution and cautious players would naturally want to observe the pattern the light would go before charging forward blindly, yet it appears charging forward blindly is the only possible strategy in L103. It kinda goes against the overall philosophy of the game/mod. Also there is another earlier room with two Creepers and moving lights which go in circles, which naturally teaches players wrong expectations for the future. Of cause you can disagree, but I think if you really, really want a player to run like hell, you need a very clear unambiguous incentive from the get go, like moving blue lasers or at least a visible countdown timer.

193 - definitely yellow ammo. If I remember correctly, the pipes configuration was a straight line across near the left wall, also it was the very first Creeper from the very first spawn point.
Blue Fox  [developer] 9 Dec, 2021 @ 9:42am 
Ok thx for telling me. I'm currently trying that scene, and they all die. I guess i have to run it from the game menu and see if there are any difference

Also one question, Are you using any mods? They might conflict with the creepers for some reason. In That scene I'm not using regual creepers, but modded templates that can "jump"
Last edited by Blue Fox; 9 Dec, 2021 @ 9:55am
klimat13 9 Dec, 2021 @ 9:56am 
Originally posted by Blue Fox:
Ok thx for telling me. I'm currently trying that scene, and they all die. I guess i have to run it from the game menu and see if there are any difference
It was probably something super specific and really hard to recreate. Still, there is no good way to test it on my end, most of the runs I don't even get the map (and when I do, there are multiple versions with different pipelines), so if it works for you on a regular basis, maybe it's good enough.
Blue Fox  [developer] 9 Dec, 2021 @ 10:14am 
I believe that i found the problem. I forgot that i was modifying directors for bot damage (because i need to separate damage for playable slashers and other stuff). I updated and now that room should work correctly. Let me know if you still have problems.
Also fixed the jammer in 161.
About moving lights room. We will see. For now it stays there because i have other priorities like finishing the campain. I will fix only critical bugs for the old scenes.
But the designs are not final. If scenes don't work i will rework them or scrap completelly. Consider it as an early access that i wanted to share in order to have some feedback from players or extra help from other modders willing to make some scenes for me
klimat13 10 Dec, 2021 @ 7:01am 
Originally posted by Blue Fox:
I believe that i found the problem. I forgot that i was modifying directors for bot damage (because i need to separate damage for playable slashers and other stuff). I updated and now that room should work correctly. Let me know if you still have problems.
Got 193 twice, Creepers were killable no problem both times.
Originally posted by Blue Fox:
About moving lights room. We will see. For now it stays there because i have other priorities like finishing the campain. I will fix only critical bugs for the old scenes.
But the designs are not final. If scenes don't work i will rework them or scrap completelly. Consider it as an early access that i wanted to share in order to have some feedback from players or extra help from other modders willing to make some scenes for me
Understandable.
Blue Fox  [developer] 17 Dec, 2021 @ 11:12am 
Fixed the crashing room. Which is L163
klimat13 2 Jan, 2022 @ 6:46am 
Found a bug/strange behaviour today. Sometimes once you arrive at L122 a mine would instantly explode for now reason. It's far enough not to do any damage, but still.
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