The engine doesn’t allow for controller config like Dolphin. Try running the game through Steam as a ‘Non-Steam Game’ and see if Steam Input helps with duplicate controllers.
Other versions will be available once I settle on a really stable build as to not have to reupload a ton in case something goes wrong.
Hi, I'm one of the ones who where streaming the other day when you and Platformin' Mike showed up, and I have to say we loved what we have played! Just some minor things we discovered, during Balloon Blast Bash the game got soft-locked where it tried to keep counting even though it had checked all players (recording with time-stamp attached).
On top of that, in the character select screen, there was a weird bug where while trying to pick a character, other people's movement interfered with other players, making them double-input (shown in the beginning of games in the same video) but it was only an issue during that. Just as a note in case it's necessary, this is done over parsec, so not sure if that was the issue, where host and 2 co-hosts played on Xbox and I played with dualsense (which through parsec got translated to xInput)
Yo! I couldn’t replicate Balloon Blast Bash’s issue, but I went back and added a failsafe just in case it happens again.
The character select issue I SORTA got to happen when navigating the character select with the left-stick instead of the dpad. Is that by any chance what was happening or does it also happen with dpad?
Just would like to say thank you for making such a solid mario party fangame. I come back to this all the time (specially since it plays in browser) and it's always a treat to see a new update!
i haven't tested any other difficulties, but the hard cpu's on eternal star always start rolling normally on the first few turns, and then after will only roll 6's so... it might be a bug or it could be how the hard cpu's behave...
This is truly random but how do I delete the games save data? I cant find it anywhere on my computer. (doing this because i messed around with board settings so its messed up)
I had a idea, to play with only item bag as a available item (making the shops/items spaces super random) only problem is when I landed on the item space the game would freeze. Idk if there's a way to fix it, or if you'd even want to fix it, regardless love the game excellent work
This happens due to the Item Bag having no other item to give players, since they’re all disabled and you can’t pull an Item Bag from itself or Item Spaces.
Regardless, it should default to giving out Double Dice instead of freezing, so thanks for letting me know about this. Glad you’re enjoying the game! :)
Char, I have an idea for the last character. Maybe you could have a livestream, playing this version with some friends, while hosting a poll for a few different characters, maybe from a submission sheet. Then, after each poll, a new couple characters appear, until, tournament-style, only one remains.
I've got it downloaded and I've tried with and without headphones. I've tried uninstalling and reinstalling multiple times, but no matter what I do, the music refuses to play for some reason. The sound effects play fine though.
BUG #1: After using a Cellular Shopper, I was mashing and ended up getting two items (I only had one Cellular Shopper and that was it). After that, it wouldn't let me roll. More info later.
BUG(?) #2: When a shop is stolen from in Koopa's Tycoon Town, they can steal from the player who activated the happening space. Not sure if this is intentional or not...
BUG #3: Was playing Bunny Belt and ended up tying. Despite Knight not participating in the duel (it was between P2 and P4, Knight was P1, turn order was port order), it said Knight won and gave him the reward. I laughed out loud when seeing this, but it's absolutely a bug. (this was before the update)
Bit of info on bug 1: The item I bought was a reverse mushroom(?) (it was a 10 coin item) and I had around 22 coins (just enough to buy two of them)
I don't know if others have mentioned it, but using a Dualsense controller, neither Default, US nor JP seems to give me the correct inputs, and there isn't a good way to tell what buttons does what until I'm in a game testing it
Any controller that isn’t xinput (typically anything not made for PC) is going to have this issue. I believe you have to use DS4Windows for DualSense to map properly.
Hey on the character select screen, if you only have 2 players and player 2 selects their character, it doesn't allow selecting of the 2nd CPU unless player 2 deselects their character
When turning the clock it seems to only check for the position of the minute hand. It doesn't appear to care how many turns or the direction the player turned, leading to really funny situations where you can get a "correct answer" and earn a point by only turning it to where the minute hand would be after the shift.
Examples: The game says to spring forwards 135 minutes. You don't have to actually go the whole 2 turns, you just need to turn what would be 15 minutes forwards and the game will accept it and give you a point. For a more extreme example, you can just mash the confirm button if you get a multiple of 60 minutes to come up, in either direction!
This happens in both Party Mode and Free Play, and doesn't seem to depend on player position either. Even weirder, the AI do actually turn to the correct time, despite the fact that they don't really need to!
P.S.:
This still doesn't stop me from loving this game. Thanks for putting so much love and care into Party Project!
If you're playing Ridiculous Relay and you're the second person, if you accidentally input your first button combo, it overrides the first person's input, soft-locking them. They can't move, but if you do enough inputs, you (the second person in the relay) suddenly snap to the very end of the race, but you can't move either, therefore guaranteeing a loss.
when you use and item it should be a thing in the center to choose not the profil at the bottom because everytime i missckicl and dont want the use item on the player
I was playing with the Brutal EX CPUS in a battle minigame (the one where you have to time a circle perfectly) and they're taking forever to finish. Is it possible to add a timer to some minigames in the next version?
hey if you ever add official mod support it'd be cool if there'd be a way to make custom characters without replacing any. Like maybe hitting RB or something on the character select screen could bring you to a list of characters added via mods or something.
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.
AI Steal: Do you remember which spot the AI was in the turn order? I think I know why that happened, but I just want to be sure.
Cavity Calamity: CPUs do this in a couple of minigames so they don’t stall matches for too long.
Browser: Browser is known to be finnicky and a lot issues can depend on a user’s setup.
The rest have been noted, thanks for reporting!
As for the outdated demos, I want to be absolutely certain I’m not updating said minigames before redoing them. So long as the objective in the demo isn’t misleading they’re fine for now. Same goes for the boards, but with space designs/layouts instead.
Those minigames have jumping listed for consistency, because I didn’t feel like removing jumping.
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.
That is the intro for Fruit Forecast in Super Mario Party, and if not, so what? It's can be just a intro for the minigame, like other Mario Party. (edit: The bomb rally thing might just make it easyer to code and might not care to remove it and I did saw the cpus stop in Iron Cannon though, might just be me or you, I don't really know. Might be bcs I play hard cpus.)
When ghosty reaches you in clockwork castle map while you’re having the double star card item, you get 2 stars but the double star card item doesn’t get removed.
I found a bug In Ridiculous Relay minigame. If you’re on the 2nd part and you tried to press the button to practice doing the 2nd part while the player is still going through the first part, the control will get replaced with the 2nd part one. Causing them to stuck there.
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I think I found an interesting quirk/bug on snowflake lake.
a hard Cpu tried to use a plant hex while on the starting space, which resulted in the A.I freezing up
here's how this got set up: Cpu lands on a hawk hex and is sent to the start, then a different Cpu lands on a Bowser space and triggers item swap.
this actually happens on all boards as far as i can se
Turns out this happens with humans, too. Seems as if just using a hex on the start space softlocks, as far as I can tell
Only fix we have at the moment is just turning off the hexes, at least until the next patch
Do you have Steam open? that might cause issues
The engine doesn’t allow for controller config like Dolphin. Try running the game through Steam as a ‘Non-Steam Game’ and see if Steam Input helps with duplicate controllers.
Other versions will be available once I settle on a really stable build as to not have to reupload a ton in case something goes wrong.
Running the game through steam still causes duplicate controllers to appear (I'm using PS4/PS5)
Hi, I'm one of the ones who where streaming the other day when you and Platformin' Mike showed up, and I have to say we loved what we have played! Just some minor things we discovered, during Balloon Blast Bash the game got soft-locked where it tried to keep counting even though it had checked all players (recording with time-stamp attached).
On top of that, in the character select screen, there was a weird bug where while trying to pick a character, other people's movement interfered with other players, making them double-input (shown in the beginning of games in the same video) but it was only an issue during that. Just as a note in case it's necessary, this is done over parsec, so not sure if that was the issue, where host and 2 co-hosts played on Xbox and I played with dualsense (which through parsec got translated to xInput)Yo! I couldn’t replicate Balloon Blast Bash’s issue, but I went back and added a failsafe just in case it happens again.
The character select issue I SORTA got to happen when navigating the character select with the left-stick instead of the dpad. Is that by any chance what was happening or does it also happen with dpad?
Thanks again for playing! :)
Brutal mode EX literally never fail on Hot Rope Jump. It's essentially a softlock.
This is more than likely a bug, as CPUs (even Brutal EX ones) will throw minigames if all human players are out
Just would like to say thank you for making such a solid mario party fangame. I come back to this all the time (specially since it plays in browser) and it's always a treat to see a new update!
Very happy to hear! Thank you, I really appreciate it :)
i haven't tested any other difficulties, but the hard cpu's on eternal star always start rolling normally on the first few turns, and then after will only roll 6's so... it might be a bug or it could be how the hard cpu's behave...
They press it on a timer that sometimes desyncs over time. Its a temporary solution I’ll fix eventually.
cool! I forgor to mention that this game is amazing!
This is truly random but how do I delete the games save data? I cant find it anywhere on my computer. (doing this because i messed around with board settings so its messed up)
Great game btw, this is really fun!
BTW im playing on windows 10
It could be the “party” folder in “Users/NAME/AppData/Local”. Not entirely sure since the engine’s save system is weird.
Glad you like the game! :)
yep! it is! thanks!
I had a idea, to play with only item bag as a available item (making the shops/items spaces super random) only problem is when I landed on the item space the game would freeze. Idk if there's a way to fix it, or if you'd even want to fix it, regardless love the game excellent work
This happens due to the Item Bag having no other item to give players, since they’re all disabled and you can’t pull an Item Bag from itself or Item Spaces.
Regardless, it should default to giving out Double Dice instead of freezing, so thanks for letting me know about this. Glad you’re enjoying the game! :)
Char, I have an idea for the last character. Maybe you could have a livestream, playing this version with some friends, while hosting a poll for a few different characters, maybe from a submission sheet. Then, after each poll, a new couple characters appear, until, tournament-style, only one remains.
I'm having an issue with the BGM not playing, I'm not sure what I'm doing wrong. Could someone please help?
I've had this issue before. If you're playing in-browser and using headphones, you might have audio problems. Maybe try reloading a couple times?
I've got it downloaded and I've tried with and without headphones. I've tried uninstalling and reinstalling multiple times, but no matter what I do, the music refuses to play for some reason. The sound effects play fine though.
and to make matters worse, I just tried loading the game via web browser and its not loading lol
its weird, because i think it was working fine when i first downloaded it, but then something just stopped working and hasn't worked since.
i think double dip should be nerfed...
golf be flying across the board, holy cow that's a lot of spaces (and turns)
there may be a way to travel even more spaces using barter box (assuming another player has both double dip and triple/double dice
Is this intentional? I can select the same character multiple times.
it's part of the update
Oh ok
Edit: Oh yeah it is. I didn't read it carefully.
the fullscreen key doesn't work
Noted. Will fix it alongside a couple other bugs today.
BUG #1: After using a Cellular Shopper, I was mashing and ended up getting two items (I only had one Cellular Shopper and that was it). After that, it wouldn't let me roll. More info later.
BUG(?) #2: When a shop is stolen from in Koopa's Tycoon Town, they can steal from the player who activated the happening space. Not sure if this is intentional or not...
BUG #3: Was playing Bunny Belt and ended up tying. Despite Knight not participating in the duel (it was between P2 and P4, Knight was P1, turn order was port order), it said Knight won and gave him the reward. I laughed out loud when seeing this, but it's absolutely a bug. (this was before the update)
Bit of info on bug 1: The item I bought was a reverse mushroom(?) (it was a 10 coin item) and I had around 22 coins (just enough to buy two of them)
1: Didn’t know about this one.
2: Not intentional.
Both will be fixed in the next build. Thanks for reporting!
you should survival mini games and more ways to play
I don't know if others have mentioned it, but using a Dualsense controller, neither Default, US nor JP seems to give me the correct inputs, and there isn't a good way to tell what buttons does what until I'm in a game testing it
Any controller that isn’t xinput (typically anything not made for PC) is going to have this issue. I believe you have to use DS4Windows for DualSense to map properly.
Hey on the character select screen, if you only have 2 players and player 2 selects their character, it doesn't allow selecting of the 2nd CPU unless player 2 deselects their character
That’s an oversight from the current build. It will be fixed soon.
Tick Tock Turn appears to be bugged. (v9-230913)
When turning the clock it seems to only check for the position of the minute hand. It doesn't appear to care how many turns or the direction the player turned, leading to really funny situations where you can get a "correct answer" and earn a point by only turning it to where the minute hand would be after the shift.
Examples: The game says to spring forwards 135 minutes. You don't have to actually go the whole 2 turns, you just need to turn what would be 15 minutes forwards and the game will accept it and give you a point. For a more extreme example, you can just mash the confirm button if you get a multiple of 60 minutes to come up, in either direction!
This happens in both Party Mode and Free Play, and doesn't seem to depend on player position either. Even weirder, the AI do actually turn to the correct time, despite the fact that they don't really need to!
P.S.:
This still doesn't stop me from loving this game. Thanks for putting so much love and care into Party Project!
I saw this one a bit ago and nearly forgot to fix it. Thanks for reporting, appreciate the details!
Glad you’re still enjoying the game :)
So Good!
For some reason, the game doesn't want to start up for me. I don't see nw.exe so I just click nw. But it doesn't want to start the game.
Managed to find an incredibly specific bug:
If you're playing Ridiculous Relay and you're the second person, if you accidentally input your first button combo, it overrides the first person's input, soft-locking them. They can't move, but if you do enough inputs, you (the second person in the relay) suddenly snap to the very end of the race, but you can't move either, therefore guaranteeing a loss.
I found that bug too and I already told the dev about it but I think your report is much more clear than mine.
when you use and item it should be a thing in the center to choose not the profil at the bottom because everytime i missckicl and dont want the use item on the player
i have beaten the dev record for root rush
by 2 points, and i had to use both controller (an xbox one wired controller) and the keyboard
this was not fun for my fingers
nice
and i beat you
Very nice mate ya did very good have fun with the game
I was playing with the Brutal EX CPUS in a battle minigame (the one where you have to time a circle perfectly) and they're taking forever to finish. Is it possible to add a timer to some minigames in the next version?
They’re supposed to throw if all human players are out, but I guess it doesn’t work there. Thanks for letting me know
I discovered one interesting detail when I play with bots.
in most maps, bots use bad things only on the player (that is, me), even when the player is in last place!
I don’t know if this was done on purpose or it’s a glitch in the program, but it’s annoying!
although I really like the game (especially with character mods)
hey if you ever add official mod support it'd be cool if there'd be a way to make custom characters without replacing any. Like maybe hitting RB or something on the character select screen could bring you to a list of characters added via mods or something.
Now you get stuck when struck by an reverse shroom
The Reverse Shroom bug happens when ‘Status Effect Overriding’ is enabled, due to bad oversight.
Keep that setting disabled to avoid it for now.
This is the best party game I've ever played. I haven't even played against any real players, yet I'm already addicted after two days.
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.
AI Steal: Do you remember which spot the AI was in the turn order? I think I know why that happened, but I just want to be sure.
Cavity Calamity: CPUs do this in a couple of minigames so they don’t stall matches for too long.
Browser: Browser is known to be finnicky and a lot issues can depend on a user’s setup.
The rest have been noted, thanks for reporting!
As for the outdated demos, I want to be absolutely certain I’m not updating said minigames before redoing them. So long as the objective in the demo isn’t misleading they’re fine for now. Same goes for the boards, but with space designs/layouts instead.
Those minigames have jumping listed for consistency, because I didn’t feel like removing jumping.
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.
That is the intro for Fruit Forecast in Super Mario Party, and if not, so what? It's can be just a intro for the minigame, like other Mario Party. (edit: The bomb rally thing might just make it easyer to code and might not care to remove it and I did saw the cpus stop in Iron Cannon though, might just be me or you, I don't really know. Might be bcs I play hard cpus.)
When ghosty reaches you in clockwork castle map while you’re having the double star card item, you get 2 stars but the double star card item doesn’t get removed.
I think player should no longer allowed to still roll 2 dices after Thunder Cloud strikes.
This is unintentional, will be fixed.
You are so awesome for adding a minigame from Lights Camera Pants
Remembered how good that mini was when I revisited it so I had to
I found a bug In Ridiculous Relay minigame. If you’re on the 2nd part and you tried to press the button to practice doing the 2nd part while the player is still going through the first part, the control will get replaced with the 2nd part one. Causing them to stuck there.
Hello can i suggest 2 things for this game
1. Can you add a delay input toggle for certain players so if i use parsec and can put delay on myself to make it more fair overall
2. You should make a discord for this game. This game is really fun and id be cool talk to people that have also discovered this game.
This game is amazing, me and my friends have been enjoying this immensely keep up the good work.
Glad you’re enjoying the game! :)
I may give it a shot. I’ve been thinking of having an option like that, but I never fully considered it.
I had thought of making one but wouldn’t have been able to manage it.
But can’t your friends or colleagues who work on the game help you cope with the discord server?
I know that gamepads are highly recommended, but can you make it so we have 2 players using 1 gamepad and the keyboard?
is online play coming soon...?
No
awh alright then
I don’t know if this is intentional or not but using double dice or triple dice to override the poison shroom effect still makes you roll 1-3.
Not intentional, will be fixed.