A total game changer of a mod, literally ... this brings the amazing lighting of Mineclonia in, including a very easy way to adapt settings. I've been able to transform Minetest Game to something I never imagined it could look like before. Not tech so just tried out some random numbers, and immediately much bigger reach of godrays, and the vibrant colours of grass/sky/overall make it look like a ghibli setting! Much brighter world. Thank you very much for making this mod.
I've tried this out with VoxeLibre, and it's working without any issues. The controls are good, and as another review pointed out, it's handy that when you dismount, it gradually descends to the surface. The crafting recipe seems to have the right level of difficulty to it, and requires resources you'd start gathering shortly after building your first home.
Perfectly on-theme, very fun, with great, unobtrusive sound design
This game is great! It fits the theme well, and is extremely engaging. It is hard while not being too difficult to finish in one sitting. 100% recommend! I really hope the developer(s) expand this :)
Scores rate how good different aspects of the game are.
Effects is mostly how the game looks/feels. If a game doesn’t have good-looking textures, particle effects, or architecture that is actually plot-relevant, it can get a low Effects score.
Gameplay involves how good, fun, interesting or effective the gameplay is. If a game doesn’t have well-designed puzzles that are something a gamer actually feels they can figure out with obvious end results, it can get a low Gameplay score.
Plot is how good the plot is, how well it fits with the game itself, and whether it is actually interesting for players. If a game doesn’t have an obvious plot or goals, it can get a low Plot score.
Theme is how the game feels and is laid out. If a game doesn’t feel right, doesn't have a theme that fits its plot or gameplay, or is too bland, it can get a low Theme score.
Game Jam Theme is how well the game fits the theme set (this year is "line of sight")
All of these are rated out of ten (#/10), and the final result will combine all these scores out of fifty (#/50).
Each round of this game goes by really quick, but it is so addictive. The music and sound design are pristine, and the gameplay is fun and easy to get the hang of. Who doesn't want to be a floating cow with laser eyes? Can't wait for S.O.W. (Sows Of War)
Scores rate how good different aspects of the game are.
Effects is mostly how the game looks/feels. If a game doesn’t have good-looking textures, particle effects, or architecture that is actually plot-relevant, it can get a low Effects score.
Gameplay involves how good, fun, interesting or effective the gameplay is. If a game doesn’t have well-designed puzzles that are something a gamer actually feels they can figure out with obvious end results, it can get a low Gameplay score.
Plot is how good the plot is, how well it fits with the game itself, and whether it is actually interesting for players. If a game doesn’t have an obvious plot or goals, it can get a low Plot score.
Theme is how the game feels and is laid out. If a game doesn’t feel right, doesn't have a theme that fits its plot or gameplay, or is too bland, it can get a low Theme score.
Game Jam Theme is how well the game fits the theme set (this year is "line of sight")
All of these are rated out of ten (#/10), and the final result will combine all these scores out of fifty (#/50).
More walking than the Lord of the Rings, but the chairs are not a help
Spooooky...Chairs are scary at night. A little more sound design in the future would be nice, though, and the peculiar things going on sometimes make walls interactive like doors. The chairs drop signs occasionally, which can be picked up and written on. Still very interesting for a while, until you get claustrophobia. It is a little unclear how exactly my view angle actually affects the gameplay, but I can tell it does. This could be modified to look better for people with 120FOV. I'm interested to see how this is improved for the future!
Scores rate how good different aspects of the game are.
Effects is mostly how the game looks/feels. If a game doesn’t have good-looking textures, particle effects, or architecture that is actually plot-relevant, it can get a low Effects score.
Gameplay involves how good, fun, interesting or effective the gameplay is. If a game doesn’t have well-designed puzzles that are something a gamer actually feels they can figure out with obvious end results, it can get a low Gameplay score.
Plot is how good the plot is, how well it fits with the game itself, and whether it is actually interesting for players. If a game doesn’t have an obvious plot or goals, it can get a low Plot score.
Theme is how the game feels and is laid out. If a game doesn’t feel right, doesn't have a theme that fits its plot or gameplay, or is too bland, it can get a low Theme score.
Game Jam Theme is how well the game fits the theme set (this year is "line of sight")
All of these are rated out of ten (#/10), and the final result will combine all these scores out of fifty (#/50).
The cut scenes and stuff are amazing and pretty impressive. I got stuck in a large room with water and im not fully sure how to progress further?
Also i ended up switching to Vix then left the game, and trying to enter the world causes the game to crash. so thats a way to lose a world i guess.
There was also a case where i seemed to have accidentally permanently softlocked by pausing at the wrong time when Vix is supposed to wake up (she simply never wakes up)
Oerall a great looking game but easy to break if you are not careful
Nothing that interesting really happens, your kinda just given a few buttons to click and some numbers to look at.
I dont really know what to say other than its not that good. and has no relation to the theme what so ever
I'll be honest, this game starts out so reasonable, then intoduces impressive mechanics in the puzzles, then gets downright evil and hard, and then evil and harder lol. The payoff is wonderful, but gosh darn it that was so tough.
+3 love the level designs, though a bit hard on the physical jumping, and that stupid jump toggle one like 5 from the end lol just after finishing antigravity....
BugsFeatures I found through my struggles:
If you use the placement blocks and toggle the blue/red switch, and one of the placement blocks is in the way, it gets eaten and disappears forever (just give it back to the player if detected, check before you wreck;)
If you run out of arrows on the final test - whelp.
.
So how did I find the will to continue? Well I used fly and noclip to learn the damn tests and play through not once, but three total times from the start
I'm tired and gotta give you credit - that was fun and I got thoroughly invested.
The second I saw the screenshot I thought of the backrooms. This is definitely a liminal space, though it could afford a little more variety.
It does seem very similar to Piransei though, the whole rooms that change when you leave them etc.
I also had issues with stuff popping in where I could see them, or even inside me (which was kinda disorienting).
Most of my time was spent just wandering around, it get's confusing to have stuff pop-in and replace itself, for example a bottle of fireflies coming back when I had broken it.
The idea is pretty cool and I like that you went for making a mechanic that you found interesting instead of wasting your time on visual effects.
This is a very short game, consisting of quite literally just parkour. Talking to the NPCs just gives you a static monologue.
The intro is super cryptic and leaves you hanging. As well as the ending making you think the game crashed instead of you finishing.
If this took 4 hours to make as is suggested in the game, I think that's pretty accurate for the game quality and content.
Zero game jam theme, no sounds, kept the default inventory HUD lol.
But you know what? I had fun exploring and discovering there was more than just 2 dudes to talk to, that there was an actual end to the game, and there was a goal the entire time and I met that goal.
Do I recommend it enough to give an upvote and have other random players in the world find and explore for 5 minutes? No, sorry - but I personally enjoyed the little map :)
On all the servers where I've encountered it there is a problem with the armour. It gives either 99 or well over 100 damage absorption which means you are invincible. Not a good idea for survival servers (only type I play).
The tools are very fragile while being blazingly quick. (Personally I prefer the opposite)
Very fun game! It is difficult, but with persistance it becomes easier. Cool idea, and excellent use of the theme! This is pretty unique for luanti parkour, and I'm interested in seeing what it looks like in later versions :)
Scores rate how good different aspects of the game are.
Effects is mostly how the game looks/feels. If a game doesn’t have good-looking textures, particle effects, or architecture that is actually plot-relevant, it can get a low Effects score.
Gameplay involves how good, fun, interesting or effective the gameplay is. If a game doesn’t have well-designed puzzles that are something a gamer actually feels they can figure out with obvious end results, it can get a low Gameplay score.
Plot is how good the plot is, how well it fits with the game itself, and whether it is actually interesting for players. If a game doesn’t have an obvious plot or goals, it can get a low Plot score.
Theme is how the game feels and is laid out. If a game doesn’t feel right, doesn't have a theme that fits its plot or gameplay, or is too bland, it can get a low Theme score.
Game Jam Theme is how well the game fits the theme set (this year is "line of sight")
All of these are rated out of ten (#/10), and the final result will combine all these scores out of fifty (#/50).
Interesting. I'm not a big fan of >16x16 texture packs, but this still holds up. The wombles are a little glitchy, speeding up sometimes ridiculously fast, but thankfully they are not aggressive, only damaging you when you get close after attacking. As other reviewers noted, it is very slow gameplay, and chasing down wombles gets a little tedious after a while. Also, light crystals aren't as satisfying to place as it seems in the description. Overall, though, it fit the theme well, and it had a kind of cool story.
Scores rate how good different aspects of the game are.
Effects is mostly how the game looks/feels. If a game doesn’t have good-looking textures, particle effects, or architecture that is actually plot-relevant, it can get a low Effects score.
Gameplay involves how good, fun, interesting or effective the gameplay is. If a game doesn’t have well-designed puzzles that are something a gamer actually feels they can figure out with obvious end results, it can get a low Gameplay score.
Plot is how good the plot is, how well it fits with the game itself, and whether it is actually interesting for players. If a game doesn’t have an obvious plot or goals, it can get a low Plot score.
Theme is how the game feels and is laid out. If a game doesn’t feel right, doesn't have a theme that fits its plot or gameplay, or is too bland, it can get a low Theme score.
Game Jam Theme is how well the game fits the theme set (this year is "line of sight")
All of these are rated out of ten (#/10), and the final result will combine all these scores out of fifty (#/50).
Do you eat pepperoni with your noodles? Only one duck, too :(
Huh. Still not sure what that creepy grinning thing behind me was, but I found a full cubic meter of pepperoni, so I'm good now. I guess you need a line of sight to see the pepperoni? Lame...duck. Very similar to "The Forests," just less refined, and fewer drugs. At least there was a goal, unlike a majority of the GJ games I've played so far this year. I'm not done yet, so there should be more, hopefully
Scores rate how good different aspects of the game are.
Effects is mostly how the game looks/feels. If a game doesn’t have good-looking textures, particle effects, or architecture that is actually plot-relevant, it can get a low Effects score.
Gameplay involves how good, fun, interesting or effective the gameplay is. If a game doesn’t have well-designed puzzles that are something a gamer actually feels they can figure out with obvious end results, it can get a low Gameplay score.
Plot is how good the plot is, how well it fits with the game itself, and whether it is actually interesting for players. If a game doesn’t have an obvious plot or goals, it can get a low Plot score.
Theme is how the game feels and is laid out. If a game doesn’t feel right, doesn't have a theme that fits its plot or gameplay, or is too bland, it can get a low Theme score.
Game Jam Theme is how well the game fits the theme set (this year is "line of sight")
All of these are rated out of ten (#/10), and the final result will combine all these scores out of fifty (#/50).
The easiest to use protection mod I've seen yet. Just click the pencil where you are and bam that "block" is yours. With simplicity come limits of course. The pencils are fairly cheap though so what they lack in control they can make up for with quantity. I really think that it ought to be used on all servers (as a supplement to another more sophisticated prot. mod) because this one is idiot proof. Give one pencil to all start characters.
P. S. The radar mode is excellent. Quickly see where there is open land.
I don't like to critique people too much for their games, especially when it's obvious that they are just starting out, but I do think people should know what they are getting into when downloading this game.
I was very confused at the start as there is literally no tutorial (found out now that there's some info in the contentdb description, doesn't help a whole lot though)
As to the game itself it is very basic, the media is somewhat painful to the eyes as it's solid colors. The end of the game is also really anticlimactic and makes no sense.
I also experienced an error while playing:
AsyncErr: Lua: Runtime error from mod 'brainbeam' in callback item_OnUse():
~/.minetest/games/brainbeam/mods/brainbeam/main.lua:417: attempt to index local 'pkobj' (a nil value)
stack traceback:
~/.minetest/games/brainbeam/mods/brainbeam/main.lua:417: in function <~/.minetest/games/brainbeam/mods/brainbeam/main.lua:415>
I saw the disclaimer in the description, so take this as suggestion not critique.
Most of my time playing was spent in digging up pieces of the facility. I was really confused how the lights and power system operated with the cables and pipes stripped.
Other than that I really liked the aesthetic of the facility (the textures in the gorge really undersell your game I think). I really liked the dragging and interaction, pulling the chair up so I could climb to the second level was absolutely genius level design.
I was struck instantly with the animations, they were obviously not anything too crazy, but it unusual to see something of that sort in luanti.
I liked the parkour and room design, the levels were pretty interesting, though short. It seems the focus of this game are the visuals and the story, the visuals are very good, and the story intriguing though incomplete and maybe a bit cliche.
I had trouble completing the levels because it was exceptionally dark, which made it hard to see what I was supposed to be doing.
The game seems to be mostly just a redirection of last year (though I admire committing to the original project and seeing it throught to something).
I liked the mechanics of swapping charactors and the interaction, though I had the color crystal thingies glitch when I picked up the green and then the blue and then put the blue down. (it fixed itself when I entered the next room)
It did feel very sudden in the end, though that's maybe more suspense than anything else. I hope you make this game go further.
1 of the interesting aspects of Artifact (and Artifact 2.0 I guess), but somehow 10× more pointless
What? What is this? What am I supposed to do? What waypoints? What are those building frames? What is the water for? What????
Nothing is interesting. This isn't even a game. You start as a torch for whatever reason, and you can swap between three characters. There's a bird too, I guess.
Scores rate how good different aspects of the game are.
Effects is mostly how the game looks/feels. If a game doesn’t have good-looking textures, particle effects, or architecture that is actually plot-relevant, it can get a low Effects score.
Gameplay involves how good, fun, interesting or effective the gameplay is. If a game doesn’t have well-designed puzzles that are something a gamer actually feels they can figure out with obvious end results, it can get a low Gameplay score.
Plot is how good the plot is, how well it fits with the game itself, and whether it is actually interesting for players. If a game doesn’t have an obvious plot or goals, it can get a low Plot score.
Theme is how the game feels and is laid out. If a game doesn’t feel right, doesn't have a theme that fits its plot or gameplay, or is too bland, it can get a low Theme score.
Game Jam Theme is how well the game fits the theme set (this year is "line of sight")
All of these are rated out of ten (#/10), and the final result will combine all these scores out of fifty (#/50).
Basically nothing in this game at all. You hover over the cross-section of an immobile human body and click some buttons. Some numbers change, and there are words telling you what the body is feeling. There is no visual feedback whatsoever, making the guy more interesting to kill than to keep alive. As soon as you do get around to killing him, you are banned from the world, and you have to create a new one, if you care at all. This could be interesting in the future though, with actual animation of some kind and more to do.
Also, as I have said far too many times, how does this have to do with "line of sight" at all????
Scores rate how good different aspects of the game are.
Effects is mostly how the game looks/feels. If a game doesn’t have good-looking textures, particle effects, or architecture that is actually plot-relevant, it can get a low Effects score.
Gameplay involves how good, fun, interesting or effective the gameplay is. If a game doesn’t have well-designed puzzles that are something a gamer actually feels they can figure out with obvious end results, it can get a low Gameplay score.
Plot is how good the plot is, how well it fits with the game itself, and whether it is actually interesting for players. If a game doesn’t have an obvious plot or goals, it can get a low Plot score.
Theme is how the game feels and is laid out. If a game doesn’t feel right, doesn't have a theme that fits its plot or gameplay, or is too bland, it can get a low Theme score.
Game Jam Theme is how well the game fits the theme set (this year is "line of sight")
All of these are rated out of ten (#/10), and the final result will combine all these scores out of fifty (#/50).
Anyway, I don't mind reading the guide like some people might, but really? This is a mining game where you mine. Why? So you can keep mining. I am not usually someone who is easily bored, but I very quickly got bored and opted instead to explore the awesome desert. The particles are amazing, they actually strike the blocks and act like sand, while not lagging too much (my fps was ~23, which isn't great, but still operable). Unlike some other games this year, I actually had a player model. However, I kept thinking the hand was a machine I was holding (it's grey).
Also...HoW dOeS tHiS hAvE aNyThInG tO dO wItH "LiNe Of SiGhT???" I have asked that with too many entries this year.
Scores rate how good different aspects of the game are.
Effects is mostly how the game looks/feels. If a game doesn’t have good-looking textures, particle effects, or architecture that is actually plot-relevant, it can get a low Effects score.
Gameplay involves how good, fun, interesting or effective the gameplay is. If a game doesn’t have well-designed puzzles that are something a gamer actually feels they can figure out with obvious end results, it can get a low Gameplay score.
Plot is how good the plot is, how well it fits with the game itself, and whether it is actually interesting for players. If a game doesn’t have an obvious plot or goals, it can get a low Plot score.
Theme is how the game feels and is laid out. If a game doesn’t feel right, doesn't have a theme that fits its plot or gameplay, or is too bland, it can get a low Theme score.
Game Jam Theme is how well the game fits the theme set (this year is "line of sight")
All of these are rated out of ten (#/10), and the final result will combine all these scores out of fifty (#/50).
When I first started the game I soon found the little book that held the tutorial, while reading this the charactor I was supposed to be keeping alive (Erwin), died from mental issues. Not a good start. I soon found that it bans you when erwin dies which is kinda irritating as I had to make a new world. Once I did I immediately paid more attention to the HUD, which was not very easy to understand.
The tutorial is more of a general overview of the basic systems of the human body and what the hormones are, instead of how to use them. I would expect the contents to be part of a highschool presentation more than a game jam game (not saying it's bad, just that I expected a little more insight on how to play the game).
I ended up sticking with the game until the night literally set in-game and it was almost morning. During this time nothing super interesting happened, he got sick a few times and I put him to sleep, then he was fine. Everything happened so fast it was hard to reward running/playing with dopamine because they ended up going to sleep before it was done producing.
Generally the game play was literally doing nothing at all, I didn't touch the blood sugar once and it ended up with Erwin sleeping the entire day cycle pretty much (idk how I'm supposed to control his sleep schedule with just those hormones, I'm not gonna dump adrenaline into him lol).
The game is a pretty cool idea but it ended up being really boring and I didn't really do anything.
And this is different from the other version—how exactly?
This is basically the same as last year's version except shorter, thankfully easier, and harder to switch between the two people. It follows the same storyline, the dialog is just as anti-expositional and pointless, and the building isn't even a different style from the last one. Animations are of course impressive, and finally there is a game that barely tries to fit the theme. However, this is just the original game's slightly more refined twin brother. Why the rerun?
Scores rate how good different aspects of the game are.
Effects is mostly how the game looks/feels. If a game doesn’t have good-looking textures, particle effects, or architecture that is actually plot-relevant, it can get a low Effects score.
Gameplay involves how good, fun, interesting or effective the gameplay is. If a game doesn’t have well-designed puzzles that are something a gamer actually feels they can figure out with obvious end results, it can get a low Gameplay score.
Plot is how good the plot is, how well it fits with the game itself, and whether it is actually interesting for players. If a game doesn’t have an obvious plot or goals, it can get a low Plot score.
Theme is how the game feels and is laid out. If a game doesn’t feel right, doesn't have a theme that fits its plot or gameplay, or is too bland, it can get a low Theme score.
Game Jam Theme is how well the game fits the theme set (this year is "line of sight")
All of these are rated out of ten (#/10), and the final result will combine all these scores out of fifty (#/50).
I guess there were potions, but I left my stolen pots near the dude's house to forage for drugs
What is the purpose of this game? I was told to find a guy named something like Aaugh, walked down the path, griefed that dudes house and stole all his pots. Then was told I was supposed to be looking for drugs instead of mining iron in his basement, so I set down all my pots and went scrounging for—pot. Then I talked to a rock. However, I left all my pots behind, so I didn't make potions, opting instead to grant myself fast so I could make the journey faster. Eventually the path ended.
Sooo...what? I guess it's kind of brainrottedly funny at times, with the informal chatter of the inanimate thingies. That and the pretty scenery is about it. There is no drive to this game. How does this have to do with "line of sight??" Had to update from 5.11 to 5.14 because this game won't support 5.11
Scores rate how good different aspects of the game are.
Effects is mostly how the game looks/feels. If a game doesn’t have good-looking textures, particle effects, or architecture that is actually plot-relevant, it can get a low Effects score.
Gameplay involves how good, fun, interesting or effective the gameplay is. If a game doesn’t have well-designed puzzles that are something a gamer actually feels they can figure out with obvious end results, it can get a low Gameplay score.
Plot is how good the plot is, how well it fits with the game itself, and whether it is actually interesting for players. If a game doesn’t have an obvious plot or goals, it can get a low Plot score.
Theme is how the game feels and is laid out. If a game doesn’t feel right, doesn't have a theme that fits its plot or gameplay, or is too bland, it can get a low Theme score.
Game Jam Theme is how well the game fits the theme set (this year is "line of sight")
All of these are rated out of ten (#/10), and the final result will combine all these scores out of fifty (#/50).
Simple puzzle game, exactly as the title describes
This game is pretty fun to play, the variety of elements to the puzzle make it a perfect game to playthrough if you're bored.
I did however have a few issues playing with it. The glass was really hard to see the edges of (that's an engine issue afaik, but it could've been adressed with putting a border on the glass or smth like that). I didn't even realize you could sprint until later on in the game, when I got stuck in a level that required it.
The buttons also had some issues that I can't quite place, but part of it was my machine lagged sometimes making me unable to make certain jumps.
Overall the game is pretty fun and the story is engaging.
This game has a cool feature, where you can drag items around.
That's about it. I guess at some point the game informs you that you have found an invisible HazMat suit, so, yay? I couldn't join in 5.11, so I had to update to 5.14 to play. The first world I made, I dragged the pipes underneath some stairs and couldn't get them out again, and I'm still not sure what exactly I did to get the battery working. The dragging is unecessary for anything other than chairs; I could break the gate to an unfinished section of the world; and I still wasn't certain what exactly I was supposed to be doing (looking for "items?"). The developers said they intend to improve this further, so I look forward to that, but for this years game jam, how does this have anything to do with "line of sight?"
Scores rate how good different aspects of the game are.
Effects is mostly how the game looks/feels. If a game doesn’t have good-looking textures, particle effects, or architecture that is actually plot-relevant, it can get a low Effects score.
Gameplay involves how good, fun, interesting or effective the gameplay is. If a game doesn’t have well-designed puzzles that are something a gamer actually feels they can figure out with obvious end results, it can get a low Gameplay score.
Plot, of course, is how good the plot is, how well it fits with the game itself, and whether it is actually interesting for players. If a game doesn’t have an obvious plot or goals, it can get a low Plot score.
Theme is how the game feels and is laid out. If a game doesn’t feel right, doesn't have a theme that fits its plot or gameplay, or is too bland, it can get a low Theme score.
Game Jam Theme is how well the game fits the theme set (this year is "line of sight")
All of these are rated out of ten (#/10), and the final result will combine all these scores out of fifty (#/50).
The Mag-grav idea was really interesting and I had lots of fun launching all over and swinging around.
However I found it really hard to actually be able to click on the nodes and even lowered my fov from 110 to 60 in hopes to combat this.
The activation and disactivation of the ability was somewhat counterintuitive, though that may be just me.
Honestly I had a lot of fun, though I just got very frustrated several times. The last level I kept getting really close but I didn't quite hit the yellow particles ig.
The training level with all the lasers was really hard because I kept musjudging the size of the charactor, I would go through a space thinking I had plenty of room but in reality I didn't.
The storyline and charactors were funny and made me chuckle several times.
I like how regulus managed to make it seem like an entirely new place even though it was a similar base mapgen to The Library.
The biomes were very interesting and well designed, I liked to explore them looking for new plants to mess around with.
The potion brewing system is really cool and I had a lot of fun with it. However I was expecting different mixtures of flowers to do different things, instead of just different amounts of the same thing. I also wish there was some sort of recipe book somewhere (maybe there was and I missed it?) that explained some of the herbs, it was irritating to die while testing a potion to die and have to walk all the way back.
The story seems to end without any particular finish, and when walking back to the start and talking to the guy it's as if the end never happened.
The story is the perfect length for a gam jam submission and I wish regulus had more time to finish it.
The gameplay is super fun and intuitive (though it feels like I should be clicking to shoot the laser idk.), the dash and bouncing is really responsive and makes it into quite the movement game.
The controls are quick to learn and yet the tactics and techniques to play are still complex and require practice to become good at.
Unfortunately, you don't get a whole lot of time to play, you either get mauled by something behind you that you didn't see or you run out of time.
The game is fairly replayable, but tends to be pretty much the same gameplay, you even start in the exact same spot every time.
Unfortunately you get swamped by all the features up front and then that's it, there's no progression really beyond what you'd see by exploring in a few rounds.
The first thing you see is a big wall of text, though I appreciate the lore. The intro kinda leaves you hanging, it's basically 'Don't die, craft some beacons, careful of the monsters.'
For the first few minutes I was breaking about 10 wooden pickaxes to get stone. I eventually figured out that there's no such thing as a stone pick, though there are stone axes and shovels (prefectly reasonable from a logical pov, but also perfectly nonsensical from a progression pov.)
The Wombles (or whatever they're called, sorry I forgot lol) are exceptionally stupid - which is fine because that's what they're supposed to be apprently - except they can also fly, glitch up mountains at 10x their walking speed and generally do some really odd mob ai stuff.
Caves seem to just be a red herring as there's nothing in them (as far as I saw at least.) The mapgen is just V7 (which isn't a problem and I understand the reason behind it, but it would be interesting to have smth more.)
Playing this game made me realize I really like building bases.
The way you mine resources from trees and huge boulders was really neat! I loved the big boulder models. The crafting system was unique, and I liked it.
It was also super scary when I was minding my own business crafting, and in the corner of my screen I saw a creature moving! Fortunately those creatures didn't turn out to be overly hostile--Until I realized they can dig through your structures. I thought I was safe in the walls of my base, but they were just chewing right through!
I haven't finished the game yet; I still need to get more crystals and try out crafting all the different things. I also haven't yet made a network of beacons... maybe I should have done that before reviewing.
I loved the atmosphere of the game, it really made me scared in some parts when I thought I saw something disappear right after I looked away. I love games that are frightening like that!
It took me a while to realize that the rooms almost rearrange themselves and chests and stuff appear and disappear. Very cool!
The levels were very dark though, and it took me a while to find the keys with the small flashlight. For the level where you need two keys, I found the first, but I couldn't find the second one.
I loved the sky and the windy particles and the vibe of the landscape!
I haven't yet finished the game or gotten any of the advanced equipment, but it was cool to mine a bunch of aluminum and limestone, refine it, and sell it for money.
Very useful
Thank you for making this mod. Really easy to use, useful, and being able to name the basket is awesome.
Amazing!
A total game changer of a mod, literally ... this brings the amazing lighting of Mineclonia in, including a very easy way to adapt settings. I've been able to transform Minetest Game to something I never imagined it could look like before. Not tech so just tried out some random numbers, and immediately much bigger reach of godrays, and the vibrant colours of grass/sky/overall make it look like a ghibli setting! Much brighter world. Thank you very much for making this mod.
Works with VoxeLibre
I've tried this out with VoxeLibre, and it's working without any issues. The controls are good, and as another review pointed out, it's handy that when you dismount, it gradually descends to the surface. The crafting recipe seems to have the right level of difficulty to it, and requires resources you'd start gathering shortly after building your first home.
Perfectly on-theme, very fun, with great, unobtrusive sound design
This game is great! It fits the theme well, and is extremely engaging. It is hard while not being too difficult to finish in one sitting. 100% recommend! I really hope the developer(s) expand this :)
Scores rate how good different aspects of the game are.
Effects is mostly how the game looks/feels. If a game doesn’t have good-looking textures, particle effects, or architecture that is actually plot-relevant, it can get a low Effects score.
Gameplay involves how good, fun, interesting or effective the gameplay is. If a game doesn’t have well-designed puzzles that are something a gamer actually feels they can figure out with obvious end results, it can get a low Gameplay score.
Plot is how good the plot is, how well it fits with the game itself, and whether it is actually interesting for players. If a game doesn’t have an obvious plot or goals, it can get a low Plot score.
Theme is how the game feels and is laid out. If a game doesn’t feel right, doesn't have a theme that fits its plot or gameplay, or is too bland, it can get a low Theme score.
Game Jam Theme is how well the game fits the theme set (this year is "line of sight")
All of these are rated out of ten (#/10), and the final result will combine all these scores out of fifty (#/50).
Effects: 9/10
Gameplay: 10/10
Plot: 8/10
Theme: 9/10
Game Jam Theme: 10/10
Overall: 46/50 🔗
I'll never eat beef again, I swear! o_O
Each round of this game goes by really quick, but it is so addictive. The music and sound design are pristine, and the gameplay is fun and easy to get the hang of. Who doesn't want to be a floating cow with laser eyes? Can't wait for S.O.W. (Sows Of War)
Scores rate how good different aspects of the game are.
Effects is mostly how the game looks/feels. If a game doesn’t have good-looking textures, particle effects, or architecture that is actually plot-relevant, it can get a low Effects score.
Gameplay involves how good, fun, interesting or effective the gameplay is. If a game doesn’t have well-designed puzzles that are something a gamer actually feels they can figure out with obvious end results, it can get a low Gameplay score.
Plot is how good the plot is, how well it fits with the game itself, and whether it is actually interesting for players. If a game doesn’t have an obvious plot or goals, it can get a low Plot score.
Theme is how the game feels and is laid out. If a game doesn’t feel right, doesn't have a theme that fits its plot or gameplay, or is too bland, it can get a low Theme score.
Game Jam Theme is how well the game fits the theme set (this year is "line of sight")
All of these are rated out of ten (#/10), and the final result will combine all these scores out of fifty (#/50).
Effects: 10/10
Gameplay: 10/10
Plot: 8/10
Theme: 9/10
Game Jam Theme: 8/10
Overall: 45/50 🔗
More walking than the Lord of the Rings, but the chairs are not a help
Spooooky...Chairs are scary at night. A little more sound design in the future would be nice, though, and the peculiar things going on sometimes make walls interactive like doors. The chairs drop signs occasionally, which can be picked up and written on. Still very interesting for a while, until you get claustrophobia. It is a little unclear how exactly my view angle actually affects the gameplay, but I can tell it does. This could be modified to look better for people with 120FOV. I'm interested to see how this is improved for the future!
Scores rate how good different aspects of the game are.
Effects is mostly how the game looks/feels. If a game doesn’t have good-looking textures, particle effects, or architecture that is actually plot-relevant, it can get a low Effects score.
Gameplay involves how good, fun, interesting or effective the gameplay is. If a game doesn’t have well-designed puzzles that are something a gamer actually feels they can figure out with obvious end results, it can get a low Gameplay score.
Plot is how good the plot is, how well it fits with the game itself, and whether it is actually interesting for players. If a game doesn’t have an obvious plot or goals, it can get a low Plot score.
Theme is how the game feels and is laid out. If a game doesn’t feel right, doesn't have a theme that fits its plot or gameplay, or is too bland, it can get a low Theme score.
Game Jam Theme is how well the game fits the theme set (this year is "line of sight")
All of these are rated out of ten (#/10), and the final result will combine all these scores out of fifty (#/50).
Effects: 9/10
Gameplay: 6/10
Plot: 6/10
Theme: 10/10
Game Jam Theme: 6/10
Overall: 37/50 🔗
Visuals are great. Game breaks easily
The cut scenes and stuff are amazing and pretty impressive. I got stuck in a large room with water and im not fully sure how to progress further? Also i ended up switching to Vix then left the game, and trying to enter the world causes the game to crash. so thats a way to lose a world i guess. There was also a case where i seemed to have accidentally permanently softlocked by pausing at the wrong time when Vix is supposed to wake up (she simply never wakes up)
Oerall a great looking game but easy to break if you are not careful
Kinda boring
Nothing that interesting really happens, your kinda just given a few buttons to click and some numbers to look at. I dont really know what to say other than its not that good. and has no relation to the theme what so ever
That was not easy, but was worth it!
I'll be honest, this game starts out so reasonable, then intoduces impressive mechanics in the puzzles, then gets downright evil and hard, and then evil and harder lol. The payoff is wonderful, but gosh darn it that was so tough.
Spoilers below: 🔗
+1 love the awards
+1 love what sounds you have, need ambience
+3 love the level designs, though a bit hard on the physical jumping, and that stupid jump toggle one like 5 from the end lol just after finishing antigravity....
BugsFeatures I found through my struggles:.
So how did I find the will to continue? Well I used fly and noclip to learn the damn tests and play through not once, but three total times from the start
I'm tired and gotta give you credit - that was fun and I got thoroughly invested.
Horror game without the horror
The second I saw the screenshot I thought of the backrooms. This is definitely a liminal space, though it could afford a little more variety.
It does seem very similar to Piransei though, the whole rooms that change when you leave them etc. I also had issues with stuff popping in where I could see them, or even inside me (which was kinda disorienting). Most of my time was spent just wandering around, it get's confusing to have stuff pop-in and replace itself, for example a bottle of fireflies coming back when I had broken it.
The idea is pretty cool and I like that you went for making a mechanic that you found interesting instead of wasting your time on visual effects.
4 hours? That seems accurate
This is a very short game, consisting of quite literally just parkour. Talking to the NPCs just gives you a static monologue. The intro is super cryptic and leaves you hanging. As well as the ending making you think the game crashed instead of you finishing.
If this took 4 hours to make as is suggested in the game, I think that's pretty accurate for the game quality and content.
You know, I had fun
Zero game jam theme, no sounds, kept the default inventory HUD lol.
But you know what? I had fun exploring and discovering there was more than just 2 dudes to talk to, that there was an actual end to the game, and there was a goal the entire time and I met that goal.
Do I recommend it enough to give an upvote and have other random players in the world find and explore for 5 minutes? No, sorry - but I personally enjoyed the little map :)
Only thing factions are good for is
Faction teleport points... Alas this mod does not offer that making it useless to me.
It looks nice but...
On all the servers where I've encountered it there is a problem with the armour. It gives either 99 or well over 100 damage absorption which means you are invincible. Not a good idea for survival servers (only type I play).
The tools are very fragile while being blazingly quick. (Personally I prefer the opposite)
Very pretty though.
BB-8 on steroids
Very fun game! It is difficult, but with persistance it becomes easier. Cool idea, and excellent use of the theme! This is pretty unique for luanti parkour, and I'm interested in seeing what it looks like in later versions :)
Scores rate how good different aspects of the game are.
Effects is mostly how the game looks/feels. If a game doesn’t have good-looking textures, particle effects, or architecture that is actually plot-relevant, it can get a low Effects score.
Gameplay involves how good, fun, interesting or effective the gameplay is. If a game doesn’t have well-designed puzzles that are something a gamer actually feels they can figure out with obvious end results, it can get a low Gameplay score.
Plot is how good the plot is, how well it fits with the game itself, and whether it is actually interesting for players. If a game doesn’t have an obvious plot or goals, it can get a low Plot score.
Theme is how the game feels and is laid out. If a game doesn’t feel right, doesn't have a theme that fits its plot or gameplay, or is too bland, it can get a low Theme score.
Game Jam Theme is how well the game fits the theme set (this year is "line of sight")
All of these are rated out of ten (#/10), and the final result will combine all these scores out of fifty (#/50).
Effects: 8/10
Gameplay: 9/10
Plot: 7/10
Theme: 9/10
Game Jam Theme: 10/10
Overall: 43/50 🔗
Hunting wombles beneath a broken sun o_O
Interesting. I'm not a big fan of >16x16 texture packs, but this still holds up. The wombles are a little glitchy, speeding up sometimes ridiculously fast, but thankfully they are not aggressive, only damaging you when you get close after attacking. As other reviewers noted, it is very slow gameplay, and chasing down wombles gets a little tedious after a while. Also, light crystals aren't as satisfying to place as it seems in the description. Overall, though, it fit the theme well, and it had a kind of cool story.
Scores rate how good different aspects of the game are.
Effects is mostly how the game looks/feels. If a game doesn’t have good-looking textures, particle effects, or architecture that is actually plot-relevant, it can get a low Effects score.
Gameplay involves how good, fun, interesting or effective the gameplay is. If a game doesn’t have well-designed puzzles that are something a gamer actually feels they can figure out with obvious end results, it can get a low Gameplay score.
Plot is how good the plot is, how well it fits with the game itself, and whether it is actually interesting for players. If a game doesn’t have an obvious plot or goals, it can get a low Plot score.
Theme is how the game feels and is laid out. If a game doesn’t feel right, doesn't have a theme that fits its plot or gameplay, or is too bland, it can get a low Theme score.
Game Jam Theme is how well the game fits the theme set (this year is "line of sight")
All of these are rated out of ten (#/10), and the final result will combine all these scores out of fifty (#/50).
Effects: 6/10
Gameplay: 7/10
Plot: 7/10
Theme: 8/10
Game Jam Theme: 9/10
Overall: 37/50 🔗
Too easy
I wouldn't use this on a survival server. Unfortunately that's exactly where I know this mod from. : (
Very nice
I think these look great.
They were broken due to a particle change in Mineclonia, but I openened a bug there and they fixed it, so these are working again.
Good idea
It would suck to be homeless.
Do you eat pepperoni with your noodles? Only one duck, too :(
Huh. Still not sure what that creepy grinning thing behind me was, but I found a full cubic meter of pepperoni, so I'm good now. I guess you need a line of sight to see the pepperoni? Lame...duck. Very similar to "The Forests," just less refined, and fewer drugs. At least there was a goal, unlike a majority of the GJ games I've played so far this year. I'm not done yet, so there should be more, hopefully
Scores rate how good different aspects of the game are.
Effects is mostly how the game looks/feels. If a game doesn’t have good-looking textures, particle effects, or architecture that is actually plot-relevant, it can get a low Effects score.
Gameplay involves how good, fun, interesting or effective the gameplay is. If a game doesn’t have well-designed puzzles that are something a gamer actually feels they can figure out with obvious end results, it can get a low Gameplay score.
Plot is how good the plot is, how well it fits with the game itself, and whether it is actually interesting for players. If a game doesn’t have an obvious plot or goals, it can get a low Plot score.
Theme is how the game feels and is laid out. If a game doesn’t feel right, doesn't have a theme that fits its plot or gameplay, or is too bland, it can get a low Theme score.
Game Jam Theme is how well the game fits the theme set (this year is "line of sight")
All of these are rated out of ten (#/10), and the final result will combine all these scores out of fifty (#/50).
Effects: 3/10
Gameplay: 3/10
Plot: 5/10
Theme: 9/10
Game Jam Theme: 1/10
Overall: 16/50 🔗
Good and simple
The easiest to use protection mod I've seen yet. Just click the pencil where you are and bam that "block" is yours. With simplicity come limits of course. The pencils are fairly cheap though so what they lack in control they can make up for with quantity. I really think that it ought to be used on all servers (as a supplement to another more sophisticated prot. mod) because this one is idiot proof. Give one pencil to all start characters.
P. S. The radar mode is excellent. Quickly see where there is open land.
Exceedingly irritating to play
I don't like to critique people too much for their games, especially when it's obvious that they are just starting out, but I do think people should know what they are getting into when downloading this game.
I was very confused at the start as there is literally no tutorial (found out now that there's some info in the contentdb description, doesn't help a whole lot though)
As to the game itself it is very basic, the media is somewhat painful to the eyes as it's solid colors. The end of the game is also really anticlimactic and makes no sense.
I also experienced an error while playing:
What can I say, it's not finished yet
I saw the disclaimer in the description, so take this as suggestion not critique.
Most of my time playing was spent in digging up pieces of the facility. I was really confused how the lights and power system operated with the cables and pipes stripped.
Other than that I really liked the aesthetic of the facility (the textures in the gorge really undersell your game I think). I really liked the dragging and interaction, pulling the chair up so I could climb to the second level was absolutely genius level design.
I hope you manage to make this into a real game!
Immersive and interesting
I was struck instantly with the animations, they were obviously not anything too crazy, but it unusual to see something of that sort in luanti. I liked the parkour and room design, the levels were pretty interesting, though short. It seems the focus of this game are the visuals and the story, the visuals are very good, and the story intriguing though incomplete and maybe a bit cliche.
I had trouble completing the levels because it was exceptionally dark, which made it hard to see what I was supposed to be doing. The game seems to be mostly just a redirection of last year (though I admire committing to the original project and seeing it throught to something).
I liked the mechanics of swapping charactors and the interaction, though I had the color crystal thingies glitch when I picked up the green and then the blue and then put the blue down. (it fixed itself when I entered the next room)
It did feel very sudden in the end, though that's maybe more suspense than anything else. I hope you make this game go further.
1 of the interesting aspects of Artifact (and Artifact 2.0 I guess), but somehow 10× more pointless
What? What is this? What am I supposed to do? What waypoints? What are those building frames? What is the water for? What????
Nothing is interesting. This isn't even a game. You start as a torch for whatever reason, and you can swap between three characters. There's a bird too, I guess.
Scores rate how good different aspects of the game are.
Effects is mostly how the game looks/feels. If a game doesn’t have good-looking textures, particle effects, or architecture that is actually plot-relevant, it can get a low Effects score.
Gameplay involves how good, fun, interesting or effective the gameplay is. If a game doesn’t have well-designed puzzles that are something a gamer actually feels they can figure out with obvious end results, it can get a low Gameplay score.
Plot is how good the plot is, how well it fits with the game itself, and whether it is actually interesting for players. If a game doesn’t have an obvious plot or goals, it can get a low Plot score.
Theme is how the game feels and is laid out. If a game doesn’t feel right, doesn't have a theme that fits its plot or gameplay, or is too bland, it can get a low Theme score.
Game Jam Theme is how well the game fits the theme set (this year is "line of sight")
All of these are rated out of ten (#/10), and the final result will combine all these scores out of fifty (#/50).
Effects: 1/10
Gameplay: 2/10
Plot: 1/10
Theme: 1/10
Game Jam Theme: 1/10
Overall: 6/50 🔗
Thou shalt not flood with too many hormones
Basically nothing in this game at all. You hover over the cross-section of an immobile human body and click some buttons. Some numbers change, and there are words telling you what the body is feeling. There is no visual feedback whatsoever, making the guy more interesting to kill than to keep alive. As soon as you do get around to killing him, you are banned from the world, and you have to create a new one, if you care at all. This could be interesting in the future though, with actual animation of some kind and more to do.
Also, as I have said far too many times, how does this have to do with "line of sight" at all????
Scores rate how good different aspects of the game are.
Effects is mostly how the game looks/feels. If a game doesn’t have good-looking textures, particle effects, or architecture that is actually plot-relevant, it can get a low Effects score.
Gameplay involves how good, fun, interesting or effective the gameplay is. If a game doesn’t have well-designed puzzles that are something a gamer actually feels they can figure out with obvious end results, it can get a low Gameplay score.
Plot is how good the plot is, how well it fits with the game itself, and whether it is actually interesting for players. If a game doesn’t have an obvious plot or goals, it can get a low Plot score.
Theme is how the game feels and is laid out. If a game doesn’t feel right, doesn't have a theme that fits its plot or gameplay, or is too bland, it can get a low Theme score.
Game Jam Theme is how well the game fits the theme set (this year is "line of sight")
All of these are rated out of ten (#/10), and the final result will combine all these scores out of fifty (#/50).
Effects: 3/10
Gameplay: 3/10
Plot: 4/10
Theme: 3/10
Game Jam Theme: 1/10
Overall: 14/50 🔗
Wonderful, yet another mining ga—WOAH PARTICLES
Where is the guide scrollbar?
Anyway, I don't mind reading the guide like some people might, but really? This is a mining game where you mine. Why? So you can keep mining. I am not usually someone who is easily bored, but I very quickly got bored and opted instead to explore the awesome desert. The particles are amazing, they actually strike the blocks and act like sand, while not lagging too much (my fps was ~23, which isn't great, but still operable). Unlike some other games this year, I actually had a player model. However, I kept thinking the hand was a machine I was holding (it's grey).
Also...HoW dOeS tHiS hAvE aNyThInG tO dO wItH "LiNe Of SiGhT???" I have asked that with too many entries this year.
Scores rate how good different aspects of the game are.
Effects is mostly how the game looks/feels. If a game doesn’t have good-looking textures, particle effects, or architecture that is actually plot-relevant, it can get a low Effects score.
Gameplay involves how good, fun, interesting or effective the gameplay is. If a game doesn’t have well-designed puzzles that are something a gamer actually feels they can figure out with obvious end results, it can get a low Gameplay score.
Plot is how good the plot is, how well it fits with the game itself, and whether it is actually interesting for players. If a game doesn’t have an obvious plot or goals, it can get a low Plot score.
Theme is how the game feels and is laid out. If a game doesn’t feel right, doesn't have a theme that fits its plot or gameplay, or is too bland, it can get a low Theme score.
Game Jam Theme is how well the game fits the theme set (this year is "line of sight")
All of these are rated out of ten (#/10), and the final result will combine all these scores out of fifty (#/50).
Effects: 10/10
Gameplay: 7/10
Plot: 5/10
Theme: 2/10
Game Jam Theme: 3/10
Overall: 27/50 🔗
Technically cool, practically boring
When I first started the game I soon found the little book that held the tutorial, while reading this the charactor I was supposed to be keeping alive (Erwin), died from mental issues. Not a good start. I soon found that it bans you when erwin dies which is kinda irritating as I had to make a new world. Once I did I immediately paid more attention to the HUD, which was not very easy to understand.
The tutorial is more of a general overview of the basic systems of the human body and what the hormones are, instead of how to use them. I would expect the contents to be part of a highschool presentation more than a game jam game (not saying it's bad, just that I expected a little more insight on how to play the game).
I ended up sticking with the game until the night literally set in-game and it was almost morning. During this time nothing super interesting happened, he got sick a few times and I put him to sleep, then he was fine. Everything happened so fast it was hard to reward running/playing with dopamine because they ended up going to sleep before it was done producing.
Generally the game play was literally doing nothing at all, I didn't touch the blood sugar once and it ended up with Erwin sleeping the entire day cycle pretty much (idk how I'm supposed to control his sleep schedule with just those hormones, I'm not gonna dump adrenaline into him lol).
The game is a pretty cool idea but it ended up being really boring and I didn't really do anything.
Pardon my long winded-ness
And this is different from the other version—how exactly?
This is basically the same as last year's version except shorter, thankfully easier, and
harder to switch between the two people.It follows the same storyline, the dialog is just as anti-expositional and pointless, and the building isn't even a different style from the last one. Animations are of course impressive, and finally there is a game that barely tries to fit the theme. However, this is just the original game's slightly more refined twin brother. Why the rerun?Scores rate how good different aspects of the game are.
Effects is mostly how the game looks/feels. If a game doesn’t have good-looking textures, particle effects, or architecture that is actually plot-relevant, it can get a low Effects score.
Gameplay involves how good, fun, interesting or effective the gameplay is. If a game doesn’t have well-designed puzzles that are something a gamer actually feels they can figure out with obvious end results, it can get a low Gameplay score.
Plot is how good the plot is, how well it fits with the game itself, and whether it is actually interesting for players. If a game doesn’t have an obvious plot or goals, it can get a low Plot score.
Theme is how the game feels and is laid out. If a game doesn’t feel right, doesn't have a theme that fits its plot or gameplay, or is too bland, it can get a low Theme score.
Game Jam Theme is how well the game fits the theme set (this year is "line of sight")
All of these are rated out of ten (#/10), and the final result will combine all these scores out of fifty (#/50).
Effects: 7/10
Gameplay: 6/10
Plot: 2/10
Theme: 4/10
Game Jam Theme: 4/10
Overall: 23/50 🔗
I guess there were potions, but I left my stolen pots near the dude's house to forage for drugs
What is the purpose of this game? I was told to find a guy named something like Aaugh, walked down the path, griefed that dudes house and stole all his pots. Then was told I was supposed to be looking for drugs instead of mining iron in his basement, so I set down all my pots and went scrounging for—pot. Then I talked to a rock. However, I left all my pots behind, so I didn't make potions, opting instead to grant myself fast so I could make the journey faster. Eventually the path ended.
Sooo...what? I guess it's kind of brainrottedly funny at times, with the informal chatter of the inanimate thingies. That and the pretty scenery is about it. There is no drive to this game. How does this have to do with "line of sight??" Had to update from 5.11 to 5.14 because this game won't support 5.11
Scores rate how good different aspects of the game are.
Effects is mostly how the game looks/feels. If a game doesn’t have good-looking textures, particle effects, or architecture that is actually plot-relevant, it can get a low Effects score.
Gameplay involves how good, fun, interesting or effective the gameplay is. If a game doesn’t have well-designed puzzles that are something a gamer actually feels they can figure out with obvious end results, it can get a low Gameplay score.
Plot is how good the plot is, how well it fits with the game itself, and whether it is actually interesting for players. If a game doesn’t have an obvious plot or goals, it can get a low Plot score.
Theme is how the game feels and is laid out. If a game doesn’t feel right, doesn't have a theme that fits its plot or gameplay, or is too bland, it can get a low Theme score.
Game Jam Theme is how well the game fits the theme set (this year is "line of sight")
All of these are rated out of ten (#/10), and the final result will combine all these scores out of fifty (#/50).
Effects: 3/10
Gameplay: 3/10
Plot: 3/10
Theme: 9/10
Game Jam Theme: 1/10
Overall: 19/50 🔗
Simple puzzle game, exactly as the title describes
This game is pretty fun to play, the variety of elements to the puzzle make it a perfect game to playthrough if you're bored.
I did however have a few issues playing with it. The glass was really hard to see the edges of (that's an engine issue afaik, but it could've been adressed with putting a border on the glass or smth like that). I didn't even realize you could sprint until later on in the game, when I got stuck in a level that required it.
The buttons also had some issues that I can't quite place, but part of it was my machine lagged sometimes making me unable to make certain jumps.
Overall the game is pretty fun and the story is engaging.
Dragging!! But very soon over :]
This game has a cool feature, where you can drag items around.
That's about it. I guess at some point the game informs you that you have found an invisible HazMat suit, so, yay? I couldn't join in 5.11, so I had to update to 5.14 to play. The first world I made, I dragged the pipes underneath some stairs and couldn't get them out again, and I'm still not sure what exactly I did to get the battery working. The dragging is unecessary for anything other than chairs; I could break the gate to an unfinished section of the world; and I still wasn't certain what exactly I was supposed to be doing (looking for "items?"). The developers said they intend to improve this further, so I look forward to that, but for this years game jam, how does this have anything to do with "line of sight?"
Scores rate how good different aspects of the game are.
Effects is mostly how the game looks/feels. If a game doesn’t have good-looking textures, particle effects, or architecture that is actually plot-relevant, it can get a low Effects score.
Gameplay involves how good, fun, interesting or effective the gameplay is. If a game doesn’t have well-designed puzzles that are something a gamer actually feels they can figure out with obvious end results, it can get a low Gameplay score.
Plot, of course, is how good the plot is, how well it fits with the game itself, and whether it is actually interesting for players. If a game doesn’t have an obvious plot or goals, it can get a low Plot score.
Theme is how the game feels and is laid out. If a game doesn’t feel right, doesn't have a theme that fits its plot or gameplay, or is too bland, it can get a low Theme score.
Game Jam Theme is how well the game fits the theme set (this year is "line of sight")
All of these are rated out of ten (#/10), and the final result will combine all these scores out of fifty (#/50).
Effects: 7/10
Gameplay: 7/10
Plot: 5/10
Theme: 8/10
Game Jam Theme: 1/10
Overall: 28/50 🔗
Very fun, very frustrating
The Mag-grav idea was really interesting and I had lots of fun launching all over and swinging around.
However I found it really hard to actually be able to click on the nodes and even lowered my fov from 110 to 60 in hopes to combat this. The activation and disactivation of the ability was somewhat counterintuitive, though that may be just me.
Honestly I had a lot of fun, though I just got very frustrated several times. The last level I kept getting really close but I didn't quite hit the yellow particles ig. The training level with all the lasers was really hard because I kept musjudging the size of the charactor, I would go through a space thinking I had plenty of room but in reality I didn't.
Don't play if you get ragebaited by hard games.
Funny, and interesting.
The storyline and charactors were funny and made me chuckle several times. I like how regulus managed to make it seem like an entirely new place even though it was a similar base mapgen to The Library. The biomes were very interesting and well designed, I liked to explore them looking for new plants to mess around with.
The potion brewing system is really cool and I had a lot of fun with it. However I was expecting different mixtures of flowers to do different things, instead of just different amounts of the same thing. I also wish there was some sort of recipe book somewhere (maybe there was and I missed it?) that explained some of the herbs, it was irritating to die while testing a potion to die and have to walk all the way back.
The story seems to end without any particular finish, and when walking back to the start and talking to the guy it's as if the end never happened. The story is the perfect length for a gam jam submission and I wish regulus had more time to finish it.
Hilarius and fun.
The gameplay is super fun and intuitive (though it feels like I should be clicking to shoot the laser idk.), the dash and bouncing is really responsive and makes it into quite the movement game.
The controls are quick to learn and yet the tactics and techniques to play are still complex and require practice to become good at. Unfortunately, you don't get a whole lot of time to play, you either get mauled by something behind you that you didn't see or you run out of time. The game is fairly replayable, but tends to be pretty much the same gameplay, you even start in the exact same spot every time.
Unfortunately you get swamped by all the features up front and then that's it, there's no progression really beyond what you'd see by exploring in a few rounds.
Interesting mechanics, slow gameplay
The first thing you see is a big wall of text, though I appreciate the lore. The intro kinda leaves you hanging, it's basically 'Don't die, craft some beacons, careful of the monsters.'
For the first few minutes I was breaking about 10 wooden pickaxes to get stone. I eventually figured out that there's no such thing as a stone pick, though there are stone axes and shovels (prefectly reasonable from a logical pov, but also perfectly nonsensical from a progression pov.)
The Wombles (or whatever they're called, sorry I forgot lol) are exceptionally stupid - which is fine because that's what they're supposed to be apprently - except they can also fly, glitch up mountains at 10x their walking speed and generally do some really odd mob ai stuff.
Caves seem to just be a red herring as there's nothing in them (as far as I saw at least.) The mapgen is just V7 (which isn't a problem and I understand the reason behind it, but it would be interesting to have smth more.)
Very funny
This makes me laugh like a 5 year old, lol, every time: putting it as the doorstep in and out of the storage house is a lot of fun!
Fun to build and get resources
Playing this game made me realize I really like building bases.
The way you mine resources from trees and huge boulders was really neat! I loved the big boulder models. The crafting system was unique, and I liked it.
It was also super scary when I was minding my own business crafting, and in the corner of my screen I saw a creature moving! Fortunately those creatures didn't turn out to be overly hostile--Until I realized they can dig through your structures. I thought I was safe in the walls of my base, but they were just chewing right through!
I haven't finished the game yet; I still need to get more crystals and try out crafting all the different things. I also haven't yet made a network of beacons... maybe I should have done that before reviewing.
But in any case, I think it's really neat!
Scary!
I loved the atmosphere of the game, it really made me scared in some parts when I thought I saw something disappear right after I looked away. I love games that are frightening like that!
It took me a while to realize that the rooms almost rearrange themselves and chests and stuff appear and disappear. Very cool!
The levels were very dark though, and it took me a while to find the keys with the small flashlight. For the level where you need two keys, I found the first, but I couldn't find the second one.
Beautiful atmosphere
I loved the sky and the windy particles and the vibe of the landscape!
I haven't yet finished the game or gotten any of the advanced equipment, but it was cool to mine a bunch of aluminum and limestone, refine it, and sell it for money.